I typed "git pish" and now my keyboard is soaked
Often you get all three about the same company
The characters are kind of 2-dimensional.
I think eliminating voting rights for citizens without children is a fascist policy. Fascism is about enforcing a "correct" or "natural" hierarchy in society. Historically this has usually been about race, but has also included other factors (for example, disabled people were the first group targeted for extermination by the Nazis). For some of us, not having kids is a choice (and imo a valid one that shouldn't be punished by the state). But this sounds like an easy way to discriminate against same-sex couples, and all fascist systems have a history of doing that.
Thanks, that's exactly what I was looking for!
Higher-level languages compile (pretty much) reproduceably into machine code, so the same C code would always produce the same executable as long as the same compiler version is used.
Current AI chatbots will produce completely different results if given the same prompt twice. In its current form it can't be used in a reliable toolchain for anything.
Disconnecting a signal from inside the listener
Hi everyone, first time posting here. I was going to go to Discord but thought it's better to ask somewhere that can turn up on search engines for future confused game devs.
I've got a parameterised signal listener like this:
``` func _on_movement_to_exit_complete(character: Node2D): var f = func(): print("_on_movement_to_exit_complete: "+str(character)) var dungeon_tilemap: TileMap = dungeon_control.get_current_dungeon_tilemap() var party = dungeon_tilemap.get_node("Party") var initial_party = dungeon_control.get_parent().get_node("InitialParty")
party.remove_child(character) initial_party.add_child(character)
if party.get_child_count() == 0: for party_member in initial_party.get_children(): var tilemap_movement: TilemapMovement = party_member.get_node("TilemapMovement") print("Disconnecting movement finished listener for "+str(party_member)) tilemap_movement.disconnect("movement_finished", _on_movement_to_exit_complete(character))
load_next_level()
return f ```
Basically, if all the party members have exited the level (and been removed from the 'party' node) I want to disconnect this movement_finished
signal from _on_movement_to_exit_complete
. But when I try this I get an error:
E 0:00:07:0777 GameControl.gd:80 @ <anonymous lambda>(): Disconnecting nonexistent signal 'movement_finished', callable: <anonymous lambda>(lambda). <C++ Error> Condition "!s->slot_map.has(*p_callable.get_base_comparator())" is true. <C++ Source> core/object/object.cpp:1331 @ _disconnect() <Stack Trace> GameControl.gd:80 @ <anonymous lambda>() TilemapMovement.gd:23 @ _on_animation_finished()
Why doesn't it think movement_finished
exists? Is there something wrong with disconnecting signals from inside their listeners? And is there another way of doing this? (Maybe something like a signal that fires once then disconnects?)
This is in Godot 4 by the way.
Also, is there a way to make the posting box wider in the programming.dev web frontend? It's really hard to work with pasted code here!