@popcar2 guess I’ve been lucky, just enabled sharedarraybufffer and worked on itch
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@popcar2 guess I’ve been lucky, just enabled sharedarraybufffer and worked on itch
@plixel @Rodeo if the parent is creating the children at runtime then that’s the time to connect signals in code.
If the child already exists as part of the parent’s scene you could connect it’s signals in the editor (built-in signals or your own signals). Then in code just run singal_name.emit(args) when needed. You can still connect them in code if you want [e.g. iterate over get_children()].
@ShittyRedditWasBetter @vivadanang if my life is on the line I wouldn’t put trust in any business’s proprietary black box solution.
@abbotsbury @BrikoX
Consider checking out the feature requests to see if specific changes you like are planned (or not for core). They won’t predict the future exactly but should make things more clearer.
https://github.com/godotengine/godot/blob/571cd0eb791b37e9a8adda9f909251138170f6b7/CONTRIBUTING.md
@[email protected] Anyone see the CES MSI LoL cheating monitor? Are there any cheats that’s can just be run on another undetectable computer?
Anti-cheat is a temporary solution which loses in the end.
This could be motivation for Linux users to create their own MOBAs. Ideally free software, and with an alternative answer to user’s cheating.