
I think that doesn't respectful to stay in this community for myself. Have a nice day! ✌🏼
Thanks so much! 👍🏼
But thanks to you! 😄
It will be a really hard work https://github.com/tytso/pwgen/blob/master/pw_rand.c 🤔
What's the best encryption algorithm in your opinion?
Let's solve the first part then.
But I guess that @herzenschein already suggested me a solution...
You could take inspiration from Theodore Tso’s pwgen: https://github.com/tytso/pwgen
Asking to do a homework.
Hi! ✌️ I need to generate some string in C++ with random characters that can use all letters from "a" to "z" (include capital letters), and all numbers from 0 to 9 there.
And for examples this should looks somehow like this:
SnHXAsOC5XDYLgiKM5ly
Also I want to encrypt that string then by itself:
SnHXAsOC5XDYLgiKM5ly
encrypt with SnHXAsOC5XDYLgiKM5ly
key.
So, how can I do this in C++? 🤔
Thanks in advance!
I personally don't know 🤷🏻♂️. I've try both variants.
Thanks a lots, folks! 😄 Everything works fine now 👍🏼
What I have to do:
- Made don't only materials, but also meshes as unique:
var new_model = model.front.duplicate(true)
var new_ship: Node3D = new_model.instantiate()
new_ship.position = front_model_pos
_model_parent.add_child(new_ship)
_make_ship_materials_unique(new_ship)
- Change
mesh.surface_set_material
tomesh.set_surface_override_material
:
func _make_ship_materials_unique(new_ship: Node3D) -> void:
for i in new_ship.get_children(true):
if i is MeshInstance3D:
for n in range(i.get_surface_override_material_count()):
i.set_surface_override_material(n, i.mesh.surface_get_material(n).duplicate(true))
func damaged_spec_effect() -> void:
for i in ship.get_children(true):
if i is MeshInstance3D:
for n in range(i.get_surface_override_material_count()):
_create_fade_in_then_out_effect(i.get_surface_override_material(n), Color.RED)
And everything started works as well. Thanks again 🤝🏼
Thanks a lot to everyone! I'll try it 😄
Some objects sticks with each other when those use CharacterBody2D, and moves like those are sticking together.
So, what do I need to do to solve this issue?
Hi, folks! So, I have the problem with making materials as unique.
I need effects, such as painting of ships in red color, will applies only where particles will spawns. But... As you can see those effects can applies also into other ships.
I've already set these materials as "Local to Scene" into inspector tab.
And have create script for making those materials as unique:
func _make_ship_materials_unique() -> void: for i in ship.get_children(): if i is MeshInstance3D: for n in range(i.get_surface_override_material_count()): i.mesh.surface_set_material(n, i.mesh.surface_get_material(n).duplicate(true))
But it given me few results 😕
If it can help, here's the script of applying of ships painting:
func damaged_spec_effect() -> void: for i in ship.get_children(): if i is MeshInstance3D: for n in range(i.get_surface_override_material_count()): _create_fade_in_then_out_effect(i.mesh.surface_get_material(n), Color.RED)
func _create_fade_in_then_out_effect(material: Material, final_color: Color) -> void: if material is StandardMaterial3D: material.albedo_color = Color.WHITE var tween = get_tree().create_tween() tween.tween_property(material, "albedo_color", final_color, EFFECTS_DURATION / 2) tween.tween_property(material, "albedo_color", Color.WHITE, EFFECTS_DURATION / 2)
So, what do I need to do for solving my problem? 🤔