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Migrate more journal notes from old vault
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content/entries/202403102110.md

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---
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created: 2024-03-10T21:10Z
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---
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At the 3rd Annual GameMakers Showcase and Arcade.
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Things to remember to do:
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- Drive bay lights should match computer UI
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- Elevator should not open unless power is provided
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- Fuse boxes need to be removed when picked up
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- Inserting a read drive into a partially complete drive bay completes it but does not eject the card
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- Extend drive slot trigger to light
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- Items are distance faded in inventory when popup is open
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- Zoom in on the note
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- Interactable items
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- Highlight interactable items on hover?
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- Allow click on any of the fuses
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- dont show the door before scanning is done
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- Add a hint about where the fuses are before storage room scan
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- People think it is an escape room game
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- Fade walls out
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- Remove choice in hollis drive
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- keep door popup open on success
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- Anchor is briefly visible in inventory on first open
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- Lock drives when read
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- Add back button to leave screen mode
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- Move rug dialog to later
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- Make all drive bays require all drives
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- Inserting a read drive to complete a computer can still be unmounted
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- Show in use dialog for locked cards
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- Escape key to leave screen
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- Right click to go back
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- Reverse drive numbers
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- You should be able to click on things when exiting screen view
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- Click/drag detection is a bit too sensitive for some people
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- People always try to interact with the kitbash assets
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- Put something in a box

content/entries/202403221810.md

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---
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created: 2024-03-22T18:10Z
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---
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Working on implementing the remaining feedback from the _lost contact_ showcase at ATX GameMakers 3rd Annual Showcase and Arcade event from last week.
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Thinking about how to implement wall transparency in _lost contact_, but it runs into a few problems. We would want to implement wall transparency by changing the shader that the brush script uses and then map that to a palette value, but this is not currently possible in the existing system. The following refactors would need to take place:
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- Change brush to ask for what shader to use
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- Change brush to introspect shader to decide what properties to show in the inspector
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- Change brush to look up swatches by shader
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- Change palette to communicate swatch changes to dependent brushes

content/entries/202403251952.md

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created: 2024-03-25T19:52Z
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---
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Noting additional godot crimes during stream:
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- `self == null` during `_notification(NOTIFICATION_PREDELETE)` https://github.com/godotengine/godot/issues/31166 and https://github.com/godotengine/godot/issues/80834
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- What does it mean to call `get_viewport().mark_input_as_handled()` after `await`ing in a input handler callback? Or outside of an input handler, like in `process(_delta)`?

content/entries/202403262131.md

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---
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created: 2024-03-26T21:31Z
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---
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A friend shared another potential Godot Crime:
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> [!quote]
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> resources can contain code and loading them will execute that code
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Related: https://github.com/godotengine/godot-proposals/issues/4925
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Notably, since Ultraprocessor Ribbon uses the `ConfigFile` API, the config file for the game can be used as a code injection vector by adding this to the end of the file:
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```
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[Foobar] foobar=Object(Resource,"script":Object(GDScript,"resource_local_to_scene":false,"resource_name":"","script/source":"extends Resource func _init(): print(\"Hello, world!\")"))
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```
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Even though the config code in Ultraprocessor Ribbon doesn't try to read the `foobar` value, `Hello, world!` is printed to the console.

content/entries/202404182259.md

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---
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created: 2024-04-18T22:59Z
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---
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Trying to create a cube map from images:
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```gdscript
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@tool
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extends Node
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const NX = preload("res://prefabs/black_hole/preprocess/nx.png")
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const NY = preload("res://prefabs/black_hole/preprocess/ny.png")
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const NZ = preload("res://prefabs/black_hole/preprocess/nz.png")
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const PX = preload("res://prefabs/black_hole/preprocess/px.png")
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const PY = preload("res://prefabs/black_hole/preprocess/py.png")
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const PZ = preload("res://prefabs/black_hole/preprocess/pz.png")
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@export var preprocess: bool = false
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@export var cubemap: Cubemap
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func _process(_delta: float) -> void:
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if preprocess:
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preprocess = false
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cubemap = Cubemap.new()
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cubemap.create_from_images([
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PZ.get_image(),
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NZ.get_image(),
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NX.get_image(),
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PX.get_image(),
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PY.get_image(),
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NY.get_image()
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])
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```
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But the images are rotated a bit weird.
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A chatter found the corresponding bug report in godot:
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> [!quote] [andreymal](https://github.com/godotengine/godot/issues/85440):
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> When I switched from Compatibility to Forward+, I noticed that cubemaps work differently and custom shaders produce different results.

content/entries/202405131745.md

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---
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created: 2024-05-13T17:45Z
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---
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Taking notes for _lost contact_ playtests:
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Bugs:
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- [x] disable elevator screen buttons when puzzle is incomplete
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- [ ] Add clickable items to elevator room
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- [x] Elevator doesn't go to correct camera in center
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- [x] Deselect item when panning
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New features:
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- [x] Add HUD UI hint about current room and its status [lost-contact#32](https://gitea.arcturuscollective.com/exodrifter/lost-contact/issues/32)
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- [x] Add blahaj counter on demo screen
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Corruption/Decryption improvements:
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- [x] Add decryption cinematic [lost-contact#33](https://gitea.arcturuscollective.com/exodrifter/lost-contact/issues/33)
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- [x] Add encryption key hints [lost-contact#33](https://gitea.arcturuscollective.com/exodrifter/lost-contact/issues/33)
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Bootup input:
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- [x] Slow down booting cinematic, or wait for player input
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Computer input:
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- [x] Fix hover on next button
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- [x] Don't allow click events when not focused on screen
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- [x] Computer scrollbar hitbox is off
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- [ ] Implement button to turn off computer screen or play a degauss animation
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Controls:
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- [x] Add mouse wheel sensitivity
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- [x] Need to add zoom control remapping [lost-contact#34](https://gitea.arcturuscollective.com/exodrifter/lost-contact/issues/34)
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Diagetic copy fixes:
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- [x] Rename broken drive copy on computer to say broken instead of corrupted.
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- [x] Empty drive copy is broken
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- [x] Commlink offline last incoming should have more 9s
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- [ ] Update second computer screens to indicate that some operation needs to take place
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Credits fixes:
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- [x] Add Patron credits
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Item/dialog copy:
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- [x] Poltergeist dialog should say `3D` instead of `3d`
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- [x] Item description of tape is too large
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- [x] Keyword the dialog
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- [ ] Add avatars to characters
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Unsure how to address:
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- [ ] Try to fix lighting in center when too far away
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- [ ] center culling issue still looks bad
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- [ ] Find a way to turn on the camera in the comms room

content/entries/202405140336.md

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created: 2024-05-14T03:36Z
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---
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Watching _lost contact_ playthrough:
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- [x] People don't like right click opening the menu.
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- [x] Match drive eye icon to color of drive status
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- [x] Add shift+middle mouse for panning
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- [ ] Speed up upload animation after you see it the first few times
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- [x] Add backspace to safe
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- [ ] Add panning sensitivity
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- [ ] Add count of fuses to inventory
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- [x] Replace `--` with em dash
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- [x] Four ellipses in dialog
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Unsure how to address:
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- [ ] Add a time somehow
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Make the dialog more interesting by using corruption or cutting off the dialog when it starts getting interesting

content/entries/202405140826.md

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created: 2024-05-14T08:26Z
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---
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Reviewing _lost contact_ playtests:
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- [x] `occurrance` should be spelled `occurrence`
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- [ ] Add item description to kitbashed assets
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- [ ] Don't play tape if you leave it behind
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- [x] `Lets` should be `Let's` (contraction of "let us")
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- [x] Center while keeping direction instead of turning?
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- [x] Does drag and drop break when dropping on an in use drive?
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- [ ] Better names for "spaceship parts" in storage
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- [x] Inventory viewport doesn't have anti-aliasing despite graphical settings
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- [x] "right now" repeated in hollis dialog
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- [ ] Position anchor further away from floors and walls
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- [ ] Fuses are connected to rooms which doesn't make any sense
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- [x] Control for turning in place
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- [ ] `why they can't they` should but `why can't they`
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- [ ] Add a way to get back into the center from the elevator
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- [ ] Add center elevator room

content/notes/godot-crimes.md

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title: Godot crimes
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created: 2024-06-29T08:10:42Z
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modified: 2024-09-16T20:56:53Z
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modified: 2024-10-11T02:35:15Z
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aliases:
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- Godot crime
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- Godot crimes
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- [Godot cannot determine the type of autoloads](godot-singletons-unknown-type.md)
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- [Float values NaN and INF are displayed as 0 in debugger and inspector](godot-float-nan-inf-debugger.md)
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- [`get_contact_local_position` returns global position](godot-physics-direct-body-state-3d-local-position-is-global.md)
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- [Cubemaps are not oriented consistently between rendering pipelines](godot-cubemap-orientation.md)
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- [Godot always runs scripts in deserialized resources](godot-runs-scripts-in-resources.md)
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## Solved Crimes
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title: Cubemaps are not oriented consistently between rendering pipelines
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created: 2024-10-10T21:15:45Z
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aliases:
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- Cubemaps are not oriented consistently between rendering pipelines
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tags:
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- godot
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---
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# Cubemaps are not oriented consistently between rendering pipelines
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If you try to create a cube map from images, like the code block below, you might find that images in the cubemap are not oriented correctly: [^1]
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```gdscript
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@tool
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extends Node
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const NX = preload("res://prefabs/black_hole/preprocess/nx.png")
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const NY = preload("res://prefabs/black_hole/preprocess/ny.png")
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const NZ = preload("res://prefabs/black_hole/preprocess/nz.png")
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const PX = preload("res://prefabs/black_hole/preprocess/px.png")
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const PY = preload("res://prefabs/black_hole/preprocess/py.png")
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const PZ = preload("res://prefabs/black_hole/preprocess/pz.png")
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@export var preprocess: bool = false
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@export var cubemap: Cubemap
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func _process(_delta: float) -> void:
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if preprocess:
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preprocess = false
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cubemap = Cubemap.new()
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cubemap.create_from_images([
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PZ.get_image(),
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NZ.get_image(),
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NX.get_image(),
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PX.get_image(),
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PY.get_image(),
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NY.get_image()
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])
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```
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You might run into this problem because cubemaps do not render the same between Compatability (which uses OpenGL) and the Forward+ (which uses Vulkan) renderers. For more information, see [godotengine/godot#85440](https://github.com/godotengine/godot/issues/85440). [^1]
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[^1]: [202404182259](../entries/202404182259.md)

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