Code Monkey home page Code Monkey logo

godot_debug_draw's People

Contributors

aheadgamestudio avatar awkor avatar piratux avatar thetomster avatar xbelanch avatar zylann avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar

godot_debug_draw's Issues

Maybe not center AABB around position when drawing?

AFAIK when Godot uses AABB for meshes, the bounding box goes from position to position+size, i.e. the AABB's position is one of its corners. However draw_box_aabb draws a box with the position as its center, but perhaps it would convenient if behaved the same as Mesh.aabb?

The class AABB can of course be used in anyway one likes, but is it used for something more than mesh bounding boxes and culling?

Line thickness?

It would be nice to be able to control line thickness to make lines a little thicker. Is this possible with immediategeometry?

On Scene change

Hi,

Maybe I am a bit stupid, but when I change the scene and want to print data it doesn't get shown.
In my Login.tscn I see the debug output, then I switch the scene and want to print player data. I invalidate the _canvas_item and set it to null but it doesn't show up, but the path is now correct.
Should this work? When yes, then I will debug more into this.

Drawn objects don't disappear when created from `_physics_process`

Hello !

Always when using any of the draw_box, draw_line_3d and draw_ray_3d functions from _physics_process, the drawn objects don't disappear - they disappear as expected when the functions are called from _process.
This causes the game to slow down and become unplayable after a few seconds, due to the huge amount of nodes created every second.

I'm using Godot 3.4.4, with the addons "heightmap terrain" and "trails"

Here's a video of the issue:
https://user-images.githubusercontent.com/39198556/168067640-1a3bf8f0-33f0-4da4-9581-b0af3690dce5.mp4

I tried replacing Engine.get_frames_drawn() by Engine.get_idle_frames() in debug_draw.gd, but it didn't change anything. Do you have an idea of what could be causing it ?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.