AngryClosetMonkey

u/AngryClosetMonkey@feddit.ch
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No there is no way to customize the menu. I found an old bug that mentions adding a share option to the context menu. It is probably worth it to either kick this old bug, mentioning what is still missing, or to create a new bug describing the current issue.

It's a Firefox thing. The context menu in pwa mode is different from the normal one. This is most likely a bug.

A workaround I sometimes use, is to go to the notification drawer, click the silent pwa notification to copy the URL of the current page, share the copied URL with firefox and finally use the normal context menu.

Im not at all familiar with the processes of WebKit, but the commit that was the result of the PR which is referenced in the linked bug, is not part of any release tag yet. So it's unlikely that this change is available in any stable software that is built with WebKit (I.e. safari)

This would most certainty be part of the used subscriber. I'm not sure if any of the existing subscribers support it, but in the worst case you can write your own subscriber that wraps an existing one.

It depends on how you want to store your data. Every OS has a standard for where applications should store their data. You should store your data at the appropriate path. If you have structured data against which you want to run queries you could use a sqlite DB (the sqlx crate supports sqlite) instead of just a bunch of config files.

Regarding 3d models, you can:

  • use spheres and cubes as placeholders, there is no need to create 3d models as long as you don't have a game yet.
  • you can download models for free from various websites
  • you can make your own 3d models with blender ( If you don't know how to do that yet, you will have to spend some time learning about blender first. Checkout blenderguru)

Since you ask for the easiest solution, just use CSGMeshes for your maze and a cube or sphere mesh for your enemies.

Where is the definition of your signal? Would be best to compare that with your usage-site.

Also, in Godot 4 you don't have to reference signals as strings, they exist as properties on your class. You should be able to reference the signal as i.e. TilemapMovement.movement_finished.connect(...)