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hhyyrylainen
Split this topic
February 28, 2023, 11:16am
549
9 posts were merged into an existing topic: Underwater Civilizations Take 3
Seriously folks. No thread on these forums allows talking about underwater civs. I was going to allow that one meme, but people just had to resume the actual underwater talk so I had to take care of all the posts.
As reminder there’s a subreddit where you can take all of your underwater talk, it’s linked here: r/ThriveU8PCivsPipeline for those of culture | Subreddit needs members to underwater/plant civ talk
Just to highlight how ridiculous this whole thing is that recently the community Discord got a bot that keeps track of when people last mentioned underwater civs, and so far it has never been more than 48 hours since the last mention while the bot has been in operation (though some of those mentions are purely trolling).
willow
(they/her or yours are was/were)
February 28, 2023, 2:52am
552
please do not do low effort necroposts
2 Likes
Agreed. @Lipovomit necroposting is fine only if you are contributing something to the discussion. Making a simple observation that adds no new points to the discussion does not count.
1 Like
Lipovomit
(A lone Slugcat who lost their family.)
March 1, 2023, 1:34am
555
Me, even though i’m bad, and will thus probably lose.
Centarian
(Alpha Centuari)
March 1, 2023, 3:30am
556
So I have just discovered the overwhelming wholesomeness of Créu,
Here.
Summary
4 Likes
Lipovomit
(A lone Slugcat who lost their family.)
March 1, 2023, 3:59am
557
I revived Today is Just not your day. Let’s go play it! Today is just not your day: The Game
Trappist-1e
(I think im might be an girl (still cis tho))
March 1, 2023, 8:41pm
558
It looks like it’s not long before I complete a year on the forums…
It seems like yesterday I watched oliver’s video…
3 Likes
Lipovomit
(A lone Slugcat who lost their family.)
March 1, 2023, 11:21pm
561
Maybe we should port from Godot 3.x to Godot 4.x…
opened 08:30AM - 30 Dec 21 UTC
difficult
programming
impeded
engine
C#
Even though Godot 4.0 is not out as a stable version yet, I'm opening this issue… to remind of things that need doing in Thrive to prepare.
Engine bugs I'm going to require to be fixed before we can switch to 4.0:
- [ ] https://github.com/godotengine/godot/issues/56340
- [ ] https://github.com/godotengine/godot/issues/56341
Some notes for when we need to do the conversion:
- x11 renamed in godot 4.0 to linuxbsd
Godot 4 has some pretty serious bugs that would impact my workflow. I’m also guessing that once we actually can port Thrive over, we’ll discover plenty more bugs in Godot. Also many fixes were pushed back to 4.1, so I think that’s the earliest version we can really switch to.
And Godot still has not accepted my PR about a crash dump generation system:
godotengine:master
← Revolutionary-Games:crash_dumper
opened 09:47AM - 17 Dec 21 UTC
<!--
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Relevant fixes are cherry-picked for stable branches as needed.
Do not create a pull request for stable branches unless the change is already
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Alternatively, if the change is only relevant for that branch (e.g. rendering
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I started working on a simple Breakpad crash reporting integration to Godot related to this proposal: https://github.com/godotengine/godot-proposals/issues/1896
Some current caveats:
- ~~I have not tested this with Godot 4, I originally made this against the 3.4 stable label and cherry picked to this branch (that other branch is here: https://github.com/Revolutionary-Games/godot/tree/crash_dumper_3.x). I only did a very quick compile fix and checked that Godot starts on this branch. There didn't seem to be a working sample project available in the asset library(?) so I couldn't test with a project.~~
- ~~There's some cleanup left to do regarding which files to include and which need to be compiled~~
- ~~My local install of clang-format doesn't work with the options in this repo so I couldn't format the files with it (clang-format failed with code 1: /home/hhyyrylainen/Projects/godot/.clang-format:151:1: error: unknown key 'SpacesInLineCommentPrefix')~~ update to Fedora 35 fixed this by having a newer clang version
- ~~I noticed that Windows crash reporter on destruction doesn't disable itself. seems like nothing else either disables it on shutdown. Is that intended? It's not consistent with Linux. For my own testing I added the line to disable it in the destructor, but I didn't commit that here~~ I added this code
- ~~I haven't yet tested whether the created crashdumps can be decoded with stackwalk (I'm going to work on my build scripts next to make this work, I'm not confident enough with the Godot build process yet to make a PR to the build scripts repo). Also Windows is less tested than Linux~~ Windows crash dumps only work with the special mingw supporting stackwalk, but no special version is required in the Godot repo when building Godot, so this is just a minor inconvenience.
- ~~I don't have a mac to develop on, so~~ support for that needs to be done later
1 Like
Lipovomit
(A lone Slugcat who lost their family.)
March 2, 2023, 8:39am
563
Huh. They didn’t talk about those bugs, so naturally, i didn’t know that…
Also my teeth hurt because i had the surgery.
zenzonegaming
(Steve Buscemi Fish Clown Detective Cult Leader)
March 2, 2023, 9:17am
564
@Lipovomit why the sudden burst of activity?
Lipovomit
(A lone Slugcat who lost their family.)
March 2, 2023, 9:18am
565
I guess i’m @MechanicalPumpkin ’s successor.