Is Vulkan still broken on Linux for everyone, or is it just me?
Mesa 23.1 (thanks for nothing Manjaro for not releasing 23.2 until point update) and Radeon 7800XT
Is Vulkan still broken on Linux for everyone, or is it just me?
Mesa 23.1 (thanks for nothing Manjaro for not releasing 23.2 until point update) and Radeon 7800XT
I was wondering if the “Previously” bit at the start was maybe Eugene Roddenberry, channeling his mum?
Loved the episode. Did I understand correctly that the Betazoids were travelling from planet to planet to find a cure for this rampant emotional telepathic event?
Does that mean T’Lyns powers extended that far?
Or were they secretly hunting for the alien ship? I got a little bit lost with the fast dialog.
On a random note, funny how in ten forward the two guys making out kept inserting themselves in almost every scene.
That is weird! Once my project is in a shareable state, I'll post the link here. Maybe it's because (so far) it's not awfully complex...
You may want to change the fact that web exports don't work on macOS. MacBook Pro M1 user here. I'm happily running my Godot 4.1 as web exports on my server. Setting the headers is required for any browser / operating system, but things seem to work fine for me on Mac.
Oh, absolutely, and more power to them. Godot 4 has been an incredible piece of work and each update things are getting better and better. The thought of more developers using Godot is exciting, since it feels like we're nearing the tipping point where it will really take off.
Managed to fix it by using await get_tree().process_frame
instead. It seems that idle_frame
appears to no longer exist in Godot 4.1?
So my full code for triggering the screenshot function is:
func _on_SaveReport_pressed():
await get_tree().process_frame
$"%SaveReport".visible = false
$"%BackMainMenu".visible = false
await get_tree().process_frame
take_screenshot()
$"%SaveReport".visible = true
$"%BackMainMenu".visible = true
For some reason, I have to await before I turn the interface elements off, and after I've turned them off. It now works a treat for my app. Thank you for your assistance!
await get_tree().idle_frame
Thank you for this! I just tried it out but unfortunately Godot throws an error on await get_tree().idle_frame
: Invalid get index 'idle_frame' (on base: 'SceneTree').
Could it be because I'm running in application mode, which only refreshes the screen if there's an update?
As an alternative, I've put the code to turn things off into its own function:
func turn_off():
$"%SaveReport".visible = false
$"%BackMainMenu".visible = false
I've then tried an await turn_off()
The code runs, but doesn't do anything and the screenshot still gets saved with the buttons visible.
I'm trying both await functions just before the take_screenshot() function like so:
await turn_off()
await get_tree().idle_frame
take_screenshot()
Am I missing something very obvious here? Any help would be much appreciated!
I took away the 2 .visible = true commands at the end, just to see if they were the culprit. They are not. It appears that the get_viewport().get_texture().get_image() command gets called before the interface elements are turned off, even though the order of code would make me think otherwise.
Very excited about this update because it'll finally fix Godot minimising at random (and getting stuck) on Linux Gnome when using certain extensions. It's been a head scratcher for a long time!
Thank you! I had a look through the documentation and managed to fix the error.
So much cool stuff to play with! Great summary by GDQuest. Integer scaling for pixel art - finally! Very chuffed with this.