Did you know you can auto generate onready statements by ctrl dropping nodes from the scene tree?

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InfluxDB - Power Real-Time Data Analytics at Scale
Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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  • Godot

    Godot Engine – Multi-platform 2D and 3D game engine

  • No, you can't. Only virtual methods can be overridden. Note that in 3.x you can create a method with the same name as a non-virtual built-in method but it would effectively just shadow the original method within the scripting context. So if you'd add your custom get_class and call get_class() from some other script then your custom method would be found and executed. But if e.g. some in engine code calls Object::get_class then your custom function would not be called, as it's not a real override. I think the mentioned shadowing is disallowed in 4.0, as it working like in 3.x was not intentional, was never supposed to work like that (it just makes people think you can override these when that's not really overriding). See #55024.

  • godot-proposals

    Godot Improvement Proposals (GIPs)

  • I have a proposal to add node caching, since this is what many users assume $ and % do already, but it has gotten negative feedback: https://github.com/godotengine/godot-proposals/issues/996

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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