Recently I got invited to join the new Godot UX team. When I have time I will be helping testing editor PRs and make Godot more usable for everyone.
What are some of the most annoying things about Godot UI/UX that you think need attention?
Recently I got invited to join the new Godot UX team. When I have time I will be helping testing editor PRs and make Godot more usable for everyone.
What are some of the most annoying things about Godot UI/UX that you think need attention?
a tree
within cells interlinked
tbh energy efficiency is what I most care about, i'm a big fan of laptops not melting a hole in my lap when I use them
same, I'm super happy with it
well shit that's unfortunate
fair point tbh
I will consider upgrading when they make a 2nm chip
it doesn't matter if godot compiles in 6 minutes or 3 minutes, either way I have to go and make myself some tea or smth
we're now at a point where we compare chips 5 generations apart in press releases
lowkey with tens of thousands of games releasing yearly on steam alone and accelerating, somebody caring about your game enough to decompile it is a bit of compliment
mangling/obfuscation can be useful to discourage early low-effort hackers in multiplayer games though
I meant officially by microsoft
yeah. I heard minecraft recently got deobfuscated entirely, everybody can now read its source code
a lot of successful unity games shipped without il2cpp and still nobody stole them. it seems source code or assets is not the most valuable thing in a project
surprised people bring up the ease of reverse-engineering of godot games as a drawback over unity when it's the same in both
omnistep goofy fps headbob fits this art vibe pretty well tbh
🥰
still m1 and dont feel a need to upgrade
btw you can hold ctrl+shift to select in intersection mode in blender
it can be used to make selections that are inconvenient to make otherwise, i.e a part of a submesh that touches another submesh:
A thing 👀
there are faces there
bsky.app/profile/pass...
I dont think so, built-in walk mode doesnt collide with walls:
built-in one isn't even trying to feel like a proper character controller, it doesn't have basic things like acceleration or wall collision. it's incomparable
it's configurable :D
I think it can already be done with vanilla blend files but I can't find the youtube video that I saw
I just use the base walking feature because it's much nicer for navigation than what blender has, but it's nice to know I can make far cry 7 in blender via omnistep modules if I ever get bored haha