@evie seems like you'd really be better off painting them on
This joke has been done like a million times before I'm sure, but my brain reinvented it as part of a subconscious effort to do anything but remember my C# syntax
damp werewolf
@D6016 that's gonna be a big shake
@luna@hellsite.site I feel like we're seeing the possible implementation a bit differently, but either way, yeah, fortunately Godot does offer thread synchronization primitives! The lack of exception handling is really jarring for how much GDscript tries to emulate Python in every other way, though.
It's honestly funny, I hadn't even run into any issues, I just thought "What is GDscript's exception handling syntax?" when I woke up this morning, looked it up, and discovered there isn't any, and the devs being obstinate in the face of very real use cases
like
christ
easiest way to make you unable to be taken seriously
@noelle Well, GDScript isn't the only programming option available for it, but it does make things a LOT more difficult since AFAIK even with C# you can't catch engine errors
Honestly I'm half-tempted to toss it all again and start from something else, but at this point I don't know *what*
TIL #Godot's GDscript has no exception handling, by design. Do you want race conditions? Because that's how you get race conditions!
Anyway I guess I'm picking up C# today
@gmsh depending on who you ask, yeah
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I'm Elfi! I'm a fair folk, magical moth, greyace girl, greenhorn gamedev, in my thirties and , and ADHD+ASD+EDS. Disclosure: white
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