There is a function to get the local time zone bias. I can use that to manually adjust the time string.
Ugly. Non-orthogonal (considering there is a system time to local time string function). And definitely not intuitive!
Either I am missing something here or with #GodotEngine there is no way to convert the last modified timestamp from a file into a local time string. All I am getting seems to be UTC.
HERE WE GO!
#GodotEngine 3.5 is finally released, and it's amazingly feature-packed!
🧭 Navigation
🏃 Physics interpolation
🧃 Better tweening
⏲️ Time singleton
📜 Label3D and TextMesh
🏷️ Unique node names
🌊 Flow containers
🎨 Async shaders
And more!
https://godotengine.org/article/godot-3-5-cant-stop-wont-stop
New maintenance release!
Nothing too fancy in #GodotEngine 3.4.5-stable but also nothing risky – so an update worth doing if you're publishing games with 3.4.x currently.
For #Android users, this release now targets API level 31.
https://godotengine.org/article/maintenance-release-godot-3-4-5
Lesson for the day: Don't waste time making Control nodes work for your design. If it doesn't work right away, give up and redesign your UI to something that Godot can do out of the box.
One should think that I had learned this lesson by now, because this isn't the first time that it happens to me. Not even remotely.
Ended up redesigning the UI around the RichTextLabel limitations. Doesn't look as good as before, but at least the layout isn't broken.
I wasted an entire morning on this crap. In case you can't tell, I am furious right now.
RichTextLabel alone obviously can't do it. One would think taking a RichTextLabel with the build-in scroll-feature disabled and putting it into a CenterContainer inside a ScrollContainer would fix it.
Nope. That just breaks everything.
I thought I was done with having to deal with Control nodes for a while. But nope. Fighting with the RichTextLabel now. Why is it so bloody hard to vertically centre the text without breaking the layout? #GodotEngine
I hate it when resources websites (textures, icons, sound effects) are obtuse about their licensing.
I get it that you need to make money and therefore also have paid offerings. I get it that the creator of some of your resources requires attribution.
But if that is the case, then SAY SO AND SAY IT CLEARLY. Don't make me spend 10 minutes digging out the license information!
Working on a new menu for #Liblast ( https://libla.st ) an open-source FPS game I'm making with a small team.
I've got a nice animated scene in the background, got some random AI players jumping around in there too.
I find this kind of work incredibly relaxing, even though I currently work full-time in game dev (as an artist though).
RT @PPathole@twitter.com
Tech enthusiasts: My entire house is smart.
Tech workers: The only piece of technology in my house is a printer and I keep a gun next to it so I can shoot it if it makes a noise I don't recognize.
Sometimes a miss a "Quote Retoot" button :)
I recently followed in @sinbad's footsteps and switched to an RTX 30 series GPU and I couldn't agree more on those GPU power use & heat generation trends.
NVidia is already using the 8 nm process (smaller circuits = less power needed) and any modern GPU board is essentially one huge chip in the middle, encircled by also heat-producing GDDR memory chips and everything around that is just for power delivery.
Feels like a dead end for current GPU tech
Got it working. Feels a bit strange. Fingers tend to slip to the wrong key.
I guess I need to get used to it. That shouldn't be a problem. I expect that most players will start out with the mouse or the controller interface (which I still have to develop).
Previous lead dev on OpenMW, now trying my luck at solo indie game development with Godot