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godot_noshot_controller's Issues

Gives me a bunch of errors,

C# related maybe?
I don't have the Mono module, and I wasn't gonna write it in c#.
It gives me a bunch of errors about dependencies not being found.
Are you sure that you posted the current version?
Can you post an older version without the wind mills?

Missing elements?

there is errors just after loading the project:

Godot Engine v4.2.1.stable.mono.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
modules/gltf/register_types.cpp:63 - Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
--- Debug adapter server started ---
--- GDScript language server started on port 6005 ---
Cannot load shader: res://VolumetricSky/clouds.gdshader
Failed loading resource: res://VolumetricSky/clouds.gdshader. Make sure resources have been imported by opening the project in the editor at least once.
scene/resources/resource_format_text.cpp:448 - res://Materials/ProceduralSky.tres:4 - ext_resource, invalid UID: uid://gbyk8fbc1vil - using text path instead: res://VolumetricSky/perlworlnoise.tga
Resource file not found: res://VolumetricSky/perlworlnoise.tga (expected type: CompressedTexture3D)
scene/resources/resource_format_text.cpp:448 - res://Materials/ProceduralSky.tres:5 - ext_resource, invalid UID: uid://bgtbdcohwhp6d - using text path instead: res://VolumetricSky/weather.bmp
Resource file not found: res://VolumetricSky/weather.bmp (expected type: Texture2D)
scene/resources/resource_format_text.cpp:448 - res://Materials/ProceduralSky.tres:6 - ext_resource, invalid UID: uid://b0q567t0o4dha - using text path instead: res://VolumetricSky/worlnoise.bmp
Resource file not found: res://VolumetricSky/worlnoise.bmp (expected type: CompressedTexture3D)
scene/resources/resource_format_text.cpp:709 - res://Materials/ProceduralSky.tres:9 - Parse Error:
Failed loading resource: res://Materials/ProceduralSky.tres. Make sure resources have been imported by opening the project in the editor at least once.

Cant open project

after downloading zip of project and when launching project it is not possible to open it.
image

An updated C# FSM

Hi @theRealUnd3rdog,

While exploring your repository's code to improve my first-person controller, I noticed you're using the C# state machine I authored for GodotParadise (now closed).

I wanted to commend you on the excellent work in your repository. It greatly improved my understanding of first-person movement complexity.

I'm sharing an updated version of the state machine with some bug fixes related to the stack and a new, simpler transition system.

You're welcome to take a look or use it to update your FSM, if you wish.

FSM-Updated

Cheers!

[Request] GDScript rewrite

First, I want to say thank you for offering this for free.

Is it possible to make this using GDScript instead?

I've also noticed that it doesn't run very smoothly on my computer. Sometimes it's as slow as 20 frames per second, and other times it's faster at 70 frames per second, but there are occasional jumps/spikes in performance. Is there anything I can do to make it run better, or do I need to get a new computer?

Cannot unzip project when cloned from git bacouse of to long file name

Please rename file with long footprint. That the reason why cannot be unpacked after cloning zip file direct from Git using website.
You can easily test that by cloning from website entire project and try unzip it.

Renaming clone and putting it directly in to c drive helps. But still files should not be named with such long naming's.

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