#StateController
Extremely valuable info on the importance of calling your #representatives and other #ElectedOfficials ( #DistrictAttorney #StateController, #StateTreasurer, #AttorneyGeneral, #StateLegislators)

Every call counts!
The link even has scripts you can use for each.
September 28, 2025 at 12:10 AM
@govpressoffice.gov.ca.gov @gavinnewsom.bsky.social

#StateController
"#CA #Unclaimed Money"
Hasn't answered phone calls in a month+. Automated , "we are experiencing a heavier than usual call volume & cannot answer your call. Try again later. 180 days to process."

Claim sub'd January.

FIX THIS.
July 3, 2026 at 10:26 PM
Just happened to see this. That’s a cryptic error message for sure. The issue is that in your preview, ContentView’s environment doesn’t get set up. You need to add a line so it reads something like this: ContentView().environment(StateController())
March 26, 2025 at 3:57 AM
Sorry #BettyYee couldn’t raise enough $ to get her story out. Our East Bay neighbor & #StateController is one of the hardest working & accessible state officials.
April 21, 2026 at 9:03 PM
Animation Tree Question?
Yeah for sure. State Machines can get a bit complicated at first when you are setting them up, but it can help immensely when handling multiple different actions. So, one way is to create a node structure with Nodes. The first would be the StateController this would handle transitioning to different states and handling all that. You would then have Unique states as children of this node. Idle, on_ground (I don’t understand difference between this and idle), run, jump, fall, hit, dead, attack. Within each of these states you would handle the logic for that action. You could easily add a variable has_sword, which would let each action know which animation to play. You would also have variable in your StateController previous_state, this woild then be used by each state to know if it is a chained action, thus if there is a unique action to play. For attack if previous_state == ground: do ground attacks. For jump if previous_state == run: play run_jump animation. So each state would handle all of the checks for which animation/action to do. Maybe tonight if I have time I can mock up a basic state machine as an example. You could create a state for ladder, or you could just depending on what you need create a var on_ladder then in your move and idle states control ladder interaction. It really is more of a structure design issue.
forum.godotengine.org
January 7, 2025 at 9:28 AM
Vote Michael MacDougall for Nevada State Controller!

Democratic Party Primary is Tuesday, June 9, 2026! #NV #Nevada #Midterms #StateController #Controller #Fiscal
June 9, 2026 at 11:11 PM