3 new skills for AI coding agents in Godot 4:
- web-services: HTTPRequest + WebSocket
- rendering-pipeline: renderers, AA, lighting
- web-export: threads, COOP/COEP, itch.io
Plus 61 C# errors and 349 wrong claims fixed.
github.com/jame581/GodotPrompter
#godot #foss
3 new skills for AI coding agents in Godot 4:
- web-services: HTTPRequest + WebSocket
- rendering-pipeline: renderers, AA, lighting
- web-export: threads, COOP/COEP, itch.io
Plus 61 C# errors and 349 wrong claims fixed.
github.com/jame581/GodotPrompter
#godot #foss
Set connectTimeout() on the client and timeout() on the request. Java 11+. #Java
Set connectTimeout() on the client and timeout() on the request. Java 11+. #Java
Well that explains why it was happening for both games and not just the one that uses `HTTPRequest`
Thread 1 "godot-dev" hit Breakpoint 1.1, OS::print_error (this=0x7fffffffd380, p_function=0x55555edb7a9f "start",
p_file=0x55555edb79e1 "scene/main/timer.cpp" […]
Well that explains why it was happening for both games and not just the one that uses `HTTPRequest`
Thread 1 "godot-dev" hit Breakpoint 1.1, OS::print_error (this=0x7fffffffd380, p_function=0x55555edb7a9f "start",
p_file=0x55555edb79e1 "scene/main/timer.cpp" […]
CVE ID : CVE-2026-104073
Published : Oct. 6, 2026, 6:50 p.m. | 24 minutes ago
Description : NetBox versions 2.9.5 before 4.7.0 contain a server-side template injection vulnerability that allows a low-privileged user with the "Can add custom...
CVE ID : CVE-2026-104073
Published : Oct. 6, 2026, 6:50 p.m. | 24 minutes ago
Description : NetBox versions 2.9.5 before 4.7.0 contain a server-side template injection vulnerability that allows a low-privileged user with the "Can add custom...
The approved one has FEWER nodes. The difference: native n8n integrations vs httpRequest nodes pointed at my own API.
https://postwire.io/n8n-social-media-automation/?utm_source=bluesky&utm_medium=social&utm_campaign=n8n_criterion
The approved one has FEWER nodes. The difference: native n8n integrations vs httpRequest nodes pointed at my own API.
https://postwire.io/n8n-social-media-automation/?utm_source=bluesky&utm_medium=social&utm_campaign=n8n_criterion
Hardcoded JSON in res:// never exercises your HTTPRequest code. localhost json-server? An itch.io web export can't reach it (https page, plain-http localhost).
A hosted mock URL answers editor, exported builds and web export alike.
Hardcoded JSON in res:// never exercises your HTTPRequest code. localhost json-server? An itch.io web export can't reach it (https page, plain-http localhost).
A hosted mock URL answers editor, exported builds and web export alike.
Godot is truly the engine of all time
Godot is truly the engine of all time
Removed php-curl-class, kept the public API familiar, and added cleaner helpers like httpRequest() and httpMultiRequest().
Parallel requests are now handled natively
quantumphp.gitbook.io/docs/package...
Removed php-curl-class, kept the public API familiar, and added cleaner helpers like httpRequest() and httpMultiRequest().
Parallel requests are now handled natively
quantumphp.gitbook.io/docs/package...
"implement a websocket client in slscript" *feels* like you'd be better off using long polling or server-sent events, but idk if SL's HTTPRequest would play nice with any of those, and it's all assumptions on my end
"implement a websocket client in slscript" *feels* like you'd be better off using long polling or server-sent events, but idk if SL's HTTPRequest would play nice with any of those, and it's all assumptions on my end
docs.godotengine.org/en/stable/cl...
docs.godotengine.org/en/stable/cl...
just wanna highlight tho that it does nothing in release builds, so you can't use it as a band-aid fix: docs.godotengine.org/en/stable/cl...
just wanna highlight tho that it does nothing in release builds, so you can't use it as a band-aid fix: docs.godotengine.org/en/stable/cl...
get_tree().current_scene.find_child("{ノード名}", true, false)
docs.godotengine.org/ja/4.x/class...
ownedがデフォルトでtrueなのでfalseにしてやんないといけない
#一生忘れ続けるコマンド
get_tree().current_scene.find_child("{ノード名}", true, false)
docs.godotengine.org/ja/4.x/class...
ownedがデフォルトでtrueなのでfalseにしてやんないといけない
#一生忘れ続けるコマンド