*Trying not to write terrible software

Callable.bind in GDScript

TDIL: The Magic of Callable.bind in GDScript

TDIL: The Magic of Callable.bind in GDScript Today I learned (TDIL) about a super helpful feature in GDScript: Callable.bind. If you’re working with signals in Godot and find yourself needing to pass additional data to a single handler, Callable.bind is your new best friend. The Problem In many UI setups, you might have multiple buttons that trigger the same function. However, these buttons often represent different actions or carry unique context.
Code snippit of terrian 3d example

Terrian 3D: Doing in game actions based on the texture the character is standing on

Terrian 3D: Doing in game actions based on the texture the character is standing on Enhance gameplay by triggering actions based on terrain textures. Use Terrian3D to fetch texture IDs at the player’s position: get_texture_id() returns a Vector3 containg Vector3(base texture id, overlay id, blend value). @export var terrian:Terrain3D) func _physics_process(_delta: float) -> void: var texture_pos: Vector3 = terrian.data.get_texture_id(PlayerManager.get_player().get_position()) print_debug("Texture ID: {0}".format([texture_pos])) var base_texture_id = int(texture_info.x) # Base texture ID (e.