Smorty

joined 1 year ago
[–] [email protected] 1 points 3 hours ago

If I blur my eyes a bit, I must agree. It really does look charming.

[–] [email protected] 8 points 4 hours ago (2 children)

So what is the hint we are dropping?

[–] [email protected] 1 points 1 day ago

To all non-Americans, Obama was literally just a meme

[–] [email protected] 7 points 1 day ago

Eating the rich is like a million times better than eating other animals. literally one of the best things as can do currently to improve the environmental stuff

[–] [email protected] 1 points 1 day ago (1 children)

What game is this?

[–] [email protected] 1 points 2 days ago (1 children)

What else should we use besides pitchforks?

[–] [email protected] 1 points 2 days ago

I am on Jerboa, where is the alt text? Is it some submenu?

[–] [email protected] 2 points 3 days ago

She's trying to show off with this one, isn't she?

[–] [email protected] 5 points 3 days ago (1 children)

Winter is so great 💖🥰👭👩‍❤️‍💋‍👩👩‍❤️‍👩🫂 ~

[–] [email protected] 1 points 4 days ago

Silly little consumer eating silly little consumables <3

[–] [email protected] 1 points 6 days ago

I don't wanna be one of them

 

For some reason I find vests, and specifically down vests very comfortable. I know that some of you have problems with polyester though, so I'd love to hear about your comfy clothes! (I kinda wanna test out some new stuff)

 

I wanna have something I can tinker with and which works without some proprietary blob... I've heard Monado is pretty cool!

 

I always wondered what that icon was for until I just hovered over it and it's apparently somethingwith lemmy.world. Can we have something like that too?

Also, what causes this icon to appear? On the middle post neither the poster nor the community is on lemmy.world. Do they just put the symbol everywhere they feel like?

EDIT:

Turns out, that icon is not from lemmy.world specifically, but for the general Fediverse. It highlights posts which are not from your instance (so not from blahaj zone).

 

I want to instatiate the inspector of a specific type like int and String into my own inspector plugin. It would be incredibly useful to use the premade inspector types as they are just really well made.

The image is not related, I just wanted to put some visual here.

 

Image descriptionThe linked image depicts a screenshot of some snowy terrain I made using the Terrain3D plugin for Godot. On the left there is some differently textured snow and multiple cabins along with some other wooden objects.
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Why can't I use LightMapProbes without the LightMapGI Node? I don't want to use the shadow-baking, I just need the global illumination!

This is something I though about for quite a while. I keep wanting to use some kind of global illumination and the LightMapProbes are a perfect fit for that. One can place them whereever useful and their customizability makes them an incredibly useful tool! When there is a red wall, I sure want to put a LightMapProbe there, so that the lighting can reflect that reflection there.

But nope, that's not how it works! When you want to use LightMapProbe, you MUST use it with the LightMapGI Node, which is mostly used for baking shadowmaps. That works great for small scenes like insides of houses and such, but it does not work with a large terrain for example. This means that we have loads of lighting methods for small scale scenes (VoxelGI, LightMapGI, ReflectionProbe) but for larger areas we are kinda stuck with SDFGI which only works on the Forward+ renderer.

SDFGI is great and all, but unfortunately it is not yet ready for large scale games I feel and its limitation to Desktop platforms really limits its scope.

Imagine how cool it would be if we could do this in a large scale world:

  • Use a ReflectionProbe for general treversal (that's what The Legend of Zelda:Breath of the Wild and Tears of the Kingdom does too btw!)

  • And use a multitude of LightMapProbes for smaller areas like towns and castles on the overworld to make for better global illumination.

TLDR: I feel that the usage of LightMapProbes and their lighting functionality should be expanded beyond the use in combination with the LightMapGI Node. It could allow for better lighting in large scale worlds.

 

When animating my character in blender, I get somewhat smooth animations. I also made sure to use that cycles modifier so that it always knows how to interpolate the transform values

But when importing this model with the animations reguardless of the file type (.blend or .gltf / .glb) the animations don't loop very well

Does someone know how to fix this?

 

The messages here are mostly in German, but I'll try to translate mist of it:

**dpkg:** Error when editing the package linux-image-6.9.7+bpo-amd64 (--configure): <<Installed posts installation script of the package linux-headers-6.9.7+bpo-amd64<<-subprocess returned error code 1 **dpgk:** dependency error hinders configuration of <that Linux header package>: linux-headers-6.9.7+bpo-amd64 depends on linux-image-6.9.7+bpo-amd64 (= 6.9.7-1~bpo12+1) | linux-image-6.9.7+bpo-amd64 -unsigned (= 6.9.7-1~bpo12+1); but: Package linux-image-6.9.7+bpo-amd64 is not configured yet. Package linux-image-6.9.7+bpo-amd64-unsigned is not installed. **dpgk:** Error while editing the Package linux-headers-6.9.7+bpo-amd64 (--configure): Dependency problem - remains unconfigured **dpkg:** Dependency problem hinder configuration of linux-headers-amd64: linux-headers-amd64 depends on linux-headers-6.9.7+bpo-amd64 (= 6.9.7-1~bpo12+1); but: Package linux-headers-6.9.7+bpo-amd64is not configured yet. **dpkg:** Errow while editing package linux-headers-amd64 (--configure): Dependency problem - remains in configured Errors occurred while editing these: linux-image-6.9.7+bpo-amd64 linux-headers-6.9.7+bpo-amd64 linux-headers-amd64

I really hope someone can help me out here..

EDIT: I kinda forgot to actually mention my problem. When booting nornall, I get stuck at a lonely white blinking cursor on a black screen, so startx seems to make some problems. I enter a TTY and run startx and this is what I get when running startx:

output of startx

SOLUTION

  • Uninstall your current nvidia driver (for example using sudo apt remove nvidia-driver on Debian)
  • Install the headers for your kernel. your kernel you can check rather easily by running neofetch
  • Install the headers required for your kernel. Do that by listing all packages with your kernel name in it. For example like this: apt list *6.9.7+bpo*
  • reboot, install your nvidia driver again and rovoot again. Should be done.
 

Exactly what the title says. It's under MIT lisence and currently being approved by the moderators of the AssetLib. The project is currently very simple and contributions are very welcome! image of the tool window

 

Is this a feature or just another bug on the canvas?

Also right now it just keeps on trying to load the canvas while it all stays white. "Not cached" it says, but it just waits right there...

 

I'm attempting to make a lil Vivian character over here. Here is the link if someone is interested.

(I hope this kind of post is allowed on this community)

 

Picture of the boykisser holding a pipe bomb infront of a pink and white checkered background. The text above says "You like converting boys into infinitely scalable vector files dont you?" In case anyone wants to use the svg boykisser, here you go I made him with Inkscape

10
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

The autocompletion works (mostly) but for example Vec::new() doesn't highlight anything at all. I do get errors when not putting a semicolon, but things like passing too many arguments into the println macro doesn't throw an error. Or how shown in this example, it did not autocomplete the clone method, while also just accepting .clo; at the end of a String (it also didn't autocomplete "String"). In the video I show how it also gives me a recommendation for setting vec![] as a type, which doesn't make any sense. It only seems to a very limited selection of methods and some words I already used in the script. Is this how it's supposed to be, or do I have some very old version perhaps?

EDIT: Look in description for the fix

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