theraot.bsky.social
@theraot.bsky.social
We have it on Visual Studio Code via the built-in LSP.

Not only that, there was a PR: github.com/godotengine/...

We are kind of half way there. But also kind of stuck there.
[GDScript] Add refactor rename symbol functionality by adamscott · Pull Request #102380 · godotengine/godot
WarningFor this moment, this PR is public for testing purposes. Work is still done to it to iron out issues. Use at your own risk AND always backup before trying out new features. This PR adds the...
github.com
January 31, 2026 at 6:57 PM
jsfxr
8-bit game sound effects generator in JavaScript.
sfxr.me
January 20, 2026 at 9:53 PM
I see.

I made a CLI tool (in python) that can read the project and generate a dependency graph.

The good: it has a query language so I can ask like "dependencies of A that B don't depend on"

The bad: I tried making an UI for it, and it is trash.

I'll take your post as inspiration to improve it.
January 20, 2026 at 2:14 PM
Are you sing static analysis or are using the information Godot reports?
January 20, 2026 at 4:37 AM
Saturn version was released first. It had tris and quads. See: www.seganerds.com/2016/10/25/t... & core-design.com/article117.h...

She had ~540 in PS1. See: www.halloweencostumes.com/blog/p-468-t... & www.ign.com/articles/200...

The 230 figure wasn't final. See: archive.org/details/lara... (pic)
January 16, 2026 at 10:38 AM
January 5, 2026 at 8:37 AM
Btw, 2D vs Texture on your site is odd. I'll refrain from making a grand suggestion. I'll just point out that Foliage Sprites and Particle Pack seem to go better in Textures. And Road Textures seem to go better in 2D.
January 5, 2026 at 8:36 AM
What is essential?

I can get some nice texture packs, including noise and gradients, even CC0, elsewhere.

Plus you have patterns and particles packs.

That leaves me wanting more fancy ones. Like Pokémon style transitions. Yet, is that essential? Idk.
January 5, 2026 at 8:16 AM
GIF is be smaller. But many engines don't support GIF textures.

The engine doesn't push GIF or PNG to video memory, it process it to something more convenient for the GPU.

I say this because on some other social network people were insisting that GIF was better because it was marginally smaller.
January 5, 2026 at 4:59 AM
It might be easy to generate with code as programmer. However, for no code engines, or for convenience of (non-programmer) designers, it is a good idea to have it.
January 5, 2026 at 4:57 AM
It can be for shaders. The engine might not generate a surface with UV coordinates for the shader without a texture. If your shader does not need a texture, you want the smaller possible one. Plus, the engine might decide to put the object in a pipeline for transparent objects based on the texture.
January 5, 2026 at 4:54 AM
December 31, 2025 at 6:25 PM
Vulnerable & Harmful works for me.
December 22, 2025 at 4:17 AM
Not with that attitude.
December 22, 2025 at 4:16 AM
Hmm... I have seen the terms: strike zone (area of effect indicator), safe zone (an area where you take no damage), warp zone (an area where you teleport).
December 22, 2025 at 4:12 AM
I'm used to them being the other way around. This is evidence that the terms are confusing.
December 22, 2025 at 4:03 AM
I call the colliders damage source and damage target. The object that has a damage source is a damage agent. And the object that has the damage target is a damage subject. An object can be both. And I do not use the term "box" anywhere, because colliders can have other shapes aside from boxes.
December 22, 2025 at 4:02 AM
I don't like the terms either. But, this is how thing about it: not every hit hurts.

E.g. If a wall is in the hitbox, the wall is hit. Have sound and particle effects.

Thus: what can hit (weapon, explosion, etc) has hitbox. What can takes damage has hurtbox. When they overlap, send damage.
December 22, 2025 at 3:58 AM
Kenney now has a battle pass!
December 16, 2025 at 10:35 AM
Make a KenneyHubInstaller that installs the KenneyHub, from which we download, install and launch the KennyEngine, which opens with a progress bar saying Compiling Shaders, and has assets in .kenneyassetpackage format, and we have to export them, there is batch FBX export but no GLB batch export.
December 10, 2025 at 1:32 PM
November 24, 2025 at 3:53 AM
I'd wish that was an all or nothing: either everything takes focus on hover, or nothing does.
November 19, 2025 at 3:08 PM
While Java has value types, it is much more limited. You cannot create complex value types (you can only make classes), you cannot tell it to allocate an array on the stack (which Freya demonstrates), and you don't have local or call references (all references are in the heap).
November 13, 2025 at 2:22 PM