• CommunityGodot 4.X
  • Godot 4.1 is here, smoother, more reliable, and with plenty of new features

Excited about static vars with gdscript. I was putting off mucking with autoloads haha

cybereality - I'm very excited for 4.1. Godot never ceases to amaze me with the quality of the software and the community really going all-in on every update. It's really impressive and very cool

I might have a look.

Unlike Unity (IMO), Godot runs pretty stable under Linux.

Apparently I missed a lot in the past 3 days. This is pretty good timing for a fresh start on a new(used) laptop. With enough prayers to heaven above, the new Godot4 might obey the Openbox law to focus windows the mouse hovers over.
P.s. I just learned the "disable numlock" in my new BIOS setting is different from most "disable numlock" settings. It doesn't only disable the lock in boot selection. It is disabled everywhere. I'm rebooting to get my numlock back now, for I miss my Home key already.

    packrat Nearly all bugs with my Window Manager are now gone :-)
    It's a real shame I have nothing to give back. 4 years since I began and the engine has gotten nothing but better. 4 years and it's been nothing but a good time.

    Godot 4.1 doesn't work on Linux Penguin on my Chromebook, where's the Linux support at? I just managed to download and run it on Ubuntu 22.04 though so all isn't lost.

    GodotBeginnerRich Arch linux cultist reporting in, all systems nominal.
    Maybe it's a chromebook thing. I've heard they can get weird.

    Edit:
    It's impressive it works so well, I've had to hack this Arch install to oblivion to get most of it to work on this laptop.
    Dell Precision M6700 is not Arch friendly, fortunately I love hacking distros.

    EditEdit(I know this is not an Arch forum, plz don't ban):
    ArchWiki swears this model is fine, however I learned this model came with several optional internal parts including various GPU options.
    Maybe I broke something, maybe the cheapo AMD configuration of the model in particular isn't Arch friendly. Most of my problems have in fact been video related.

    my project godot3Dinterpreter was working with 4.0 and 4.0.2, but with 4.1 i only get many errors like this:

    ...
    E 0:00:10:0999 Godot.NativeInterop.NativeFuncs.generated.cs:345 @ void Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr , IntPtr , System.Void** , System.Void* ): Caller thread can't call this function in this node xxx Use call_deferred() or call_thread_group() instead.
    <C++-Fehler> Condition "!is_accessible_from_caller_thread()" is true.
    <C++-Quelle> scene/main/canvas_item.cpp:394 @ queue_redraw()
    <Stacktrace> Godot.NativeInterop.NativeFuncs.generated.cs:345 @ void Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr , IntPtr , System.Void** , System.Void* )
    ... and so on...

    PS: sounds like thread-things - i start the parser in a thread:
    var t = new Thread(delegate () { parser.ParseG3IProgram(); });
    t.Start();

    someone can help please?

    PSPS: seems i have to follow the error-recommendation and have to call everything with CallDeferred (C#). Yes, tested it works. but why the different behave in 4.1??