Replies: 4 comments 17 replies
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I have implemented There's a nasty bug/limitation as seen in #163, not sure how to resolve. But my primary use case is drawing at run-time, not the editor, yet it would be nice to fix regardless. Update: fixed in #164. |
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@golddotasksquestions @DanaFo @ywmaa Hello! I've noticed discussion happened in godotengine/godot-proposals#112. It's too bad they locked the proposal. I don't think it's going to be reopened, because project manager's decision to lock discussion is identical to this one: godotengine/godot-proposals#100 (comment). Again, blame YuriSizov, aka pycbouh (read my post about him). They also see Goost as a threat to Godot's existence, so they prefer not to talk about it unless asked, see godotengine/godot-proposals#3864. They generally avoid everything that pertains to me, since they banned me now from all Godot communities, so I can freely criticize their toxic leadership now. I see Calinou's suggestions to create a prototype in GDScript as a way to play a fair game and somehow smooth the rejection out, but I don't think this immediate mode debug feature is going to be implemented in Godot out of the box. Most of this is implemented in Goost via I suggest not to waste your precious time on these Godot proposals discussions. If not, I suggest to avoid talking to YuriSizov, because he's one of the most toxic members in Godot community. I mean, literally, just ignore him, it may be difficult to do because he makes up imaginary strawman arguments and goes into gaslight mode for the most part, but it's not worth to prove your point to him. But, your reactions are adequate to YuriSizov's gaslighting. He must not represent Godot project. This is one of the reasons why I left Godot community... They are not interested in having professional game developers working on the engine, because it's easier for them to manipulate users who have no clue about Godot's governance and their hypocritical decisions. There's absolutely no meritocracy in Godot, nor even do-ocracy. It was always about trust and having an attitude of never questioning Godot's decisions if you want to get into their inner cult. |
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after reading more of your twitter posts, I really suggest stop criticising godot for any aspect of it just for the sake of criticism, provide solutions (actual solutions that can be executed) or start a new engine that suits your ideas, maybe more people could find your ideas really useful, don't be destructive be productive. |
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I think it may be worth to bring up a topic about Unity's ImGUI facilities at godotengine/godot-proposals#5196. I know that Godot may be repulsive to discuss Unity features, but you can bring those ideas, at least. In any case, I hope that helps! |
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I'd like to implement a singleton which allows to draw stuff from anywhere.
It makes sense to add
Debug2D
/Debug3D
singletons.The implementation would be similar to https://github.com/Zylann/godot_debug_draw/blob/master/addons/zylann.debug_draw/debug_draw.gd.
Additionally, I want to add a way to commit draw commands and be able to sort of animate them (would be extremely useful for visualizing how an algorithm works step-by-step).
Useful stuff which can be integrated alongside core drawing capabilities:
GridLayer
class goost-plugins#1I'm already working on this, feel free to suggest something that you'd find useful.
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