Man, that was an incredible video. As someone who occasionally dabbles in designing and creating programs, the rant about selection modes was eye-opening. It feels like I understand UX a lot better now.
This looks good, thanks!
If it weren't tiktok it'd be any other mainstream social media that people spread dumb trends on. Anybody remember teenagers eating laundry soap pods a couple years ago?
I wonder if they're going to change the name to include a K in it like their other apps? Kanimator has a good ring to it.
I owned a PSP Go a few years ago, it's a great device. I loved how tiny it is, but the screen was a little too small for me, and it didn't handle emulation that well. Loved playing Lumines and Patapon on it, though!
Most variables have setters for situations like this. Rather than using get_tree().paused = false, try get_tree.set_pause(false). There's also Input.set_mouse_mode(), you'll see them under the variable names in the docs.
Total missed opportunity to write this in Emojicode, but I love it nonetheless.
I generally agree they're very dramatic but defederation isn't necessary. If you'd like you can block it at a user level, there's no reason for bad blood between instances and users getting caught in the crossfire.
I thought you were just talking about not updating before the holidays. Either way 0.19 is looking good, these new features are sweet. Also code highlighting, nice!
It's definitely a big point for me too, using Git with Unity is a big pain. Even using the right gitignore I often have to upload large Unity-generated files to my github which might've pushed me to using Git LFS. Having something that just works is liberating.
Don't use frameworks, jump straight into a game engine.
I've wasted a loooooot of time wrapping my head around creating games with frameworks and while I did get some experience there it was ultimately a pretty frustrating experience. I tried all the popular ones like MonoGame, Love2D, HaxeFlixel and while Haxe was pretty fun to use it ultimately felt like I spent ages reinventing the wheel and never really had time to... Well... Make the game. It didn't help that I wasn't very good at programming at the time.
At some point I threw my hands up and just went to Unity and now Godot and it was suuuuuuch a good decision. Now I can quickly prototype and have a much better workflow without all the spaghetti. It's more convenient, and chances are the end result will be way better and more optimized than whatever I was hacking up in frameworks at all. I'm sure a lot of people disagree, though.

That'd be nice, but Linux on phones is still a pipe dream.