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joined 1 year ago
[–] [email protected] 5 points 9 months ago

@popcar2 guess I've been lucky, just enabled sharedarraybufffer and worked on itch

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago)

@plixel @Rodeo if the parent is creating the children at runtime then that's the time to connect signals in code.

If the child already exists as part of the parent's scene you could connect it's signals in the editor (built-in signals or your own signals). Then in code just run singal_name.emit(args) when needed. You can still connect them in code if you want [e.g. iterate over get_children()].

[–] [email protected] 11 points 1 year ago (1 children)

@ShittyRedditWasBetter @vivadanang if my life is on the line I wouldn't put trust in any business's proprietary black box solution.

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago)

@abbotsbury @BrikoX
Consider checking out the feature requests to see if specific changes you like are planned (or not for core). They won't predict the future exactly but should make things more clearer.

https://github.com/godotengine/godot/blob/571cd0eb791b37e9a8adda9f909251138170f6b7/CONTRIBUTING.md

https://github.com/godotengine/godot-proposals

[–] [email protected] 1 points 1 year ago (1 children)

@Kylamon1 @poVoq what do you find difficult about changing a 3.5 Godot project to 4?