Highlights
Pinned
4,582 contributions in the last year
Less
More
Activity overview
Contributed to
godotengine/godot,
godotengine/godot-docs,
godotengine/godot-website
and 5 other
repositories
Contribution activity
July 2021
Created 96 commits in 9 repositories
Created 2 repositories
- Calinou/three.js JavaScript
- Calinou/godot-parallax-test-4.0
Created a pull request in godotengine/godot that received 9 comments
Add some() and every() methods to Array
These can be used as faster, more convenient shorthands to using filter() + size().
This closes godotengine/godot-proposals#2926. reduce_right() wa…
+97
−0
•
9
comments
Opened 51 other pull requests in 6 repositories
godotengine/godot
18
open
27
merged
1
closed
- Implement blending in particle flipbook animation
- Increase the default StandardMaterial3D triplanar sharpness to 4.0
- Fix casing of the "to" stop word in editor strings
- Fix casing of the "to" stop word in editor strings
- Implement simplification of generated occluders in OccluderInstance3D
- Take CPU time into account when calculating FPS in the editor Frame Time
- Add node configuration warnings for the Decal node
- Add the preview sun and sky to the beginning of the scene tree
- Improve the appearance of simple parallax in StandardMaterial3D
- Improve the appearance of Deep Parallax in StandardMaterial3D
- Tweak the ORMMaterial3D editor icon to follow the Godot design guidelines
- Remove the remains of ImmediateGeometry3D
- Add an editor icon for the ImmediateMesh resource
- Rename ProjectSettings macros to follow the singleton's rename
-
Print the class when using Node's
print_tree()/print_tree_pretty() - Allow SpatialMaterial Depth in the GLES2 backend
- Decrease the default depth of field bokeh quality
- Use interleaved gradient noise for distance fade
- Allow Distance Fade Pixel Dither and Object Dither in the GLES2 backend
- Use circular fade instead of linear fade for distance fade
- Make makerst.py create folders automatically, print a message when done
- Fix typo in Bullet method name: "collisin" -> "collision"
- Add a method to set the number of physics solver iterations in 3D (3.x)
- Add a method to set the number of physics solver iterations in 3D
- Tweak the GradientTexture property hint to follow CurveTexture
- Some pull requests not shown.
mrdoob/three.js
1
open
coelckers/Raze
1
open
coelckers/gzdoom
1
open
godotengine/godot-website
1
open
godotengine/godot-docs
1
merged
Reviewed 36 pull requests in 5 repositories
godotengine/godot 16 pull requests
- Improve 2D editor zoom logic
- Add node configuration warnings for the Decal node
- Explicit error message when setting active a Viewport that is already active
- Allow SpatialMaterial Depth in the GLES2 backend
- Restructure and reimplement v-sync options
- Use circular fade instead of linear fade for distance fade
- Tweak the GradientTexture property hint to follow CurveTexture
- SCons: Show elapsed time after build or cleaning process
- Avoid using a nullptr root in Tree._range_click_timeout().
- Add node configuration warnings to OccluderInstance3D
- Improve visibility rect/AABB generation usability in GPUParticles
- Add a comment at the top of generated shaders
- Remove 16× MSAA support due to driver bugs and low performance
- Replace backslash with forward slash in OS_Windows path methods
-
Add method description to
Tree - Add shape_idx to CollisionObject2D mouse_entered signal
Calinou/scoop-games 15 pull requests
- opdessertstorm: Add version 1.0.0
- mesen-s: Add version 0.4.0
- cemuhook: Add version 0.5.7.3
- golly: Add version 4.0
- mgba-dev: Fix for #290
- project64-dev: Add 3.0.1-5654-958b700
- project64: Add version 3.0.1
- dolphin-beta: Add version 5.0-14344
- mednaffe: script fix
- cemu: Add version 1.23.1b
- tooniversal: Add persists
- toontownrewritten: Add persists
- toontownoffline: Add persists
- yuzu: Add version 0-661
- mcedit2: Fix autoupdate
godotengine/godot-docs 3 pull requests
mrdoob/three.js 1 pull request
godotengine/godot-blender-exporter 1 pull request
Created an issue in godotengine/godot-proposals that received 5 comments
Switch normal map convention from OpenGL-style (Y-) to DirectX-style (Y+)
Describe the project you are working on
The Godot editor
5
comments
Opened 10 other issues in 2 repositories
godotengine/godot
4
open
3
closed
- Vulkan: Disabling shadows for an OmniLight or SpotLight will not apply until the scene is reloaded
- Vulkan: ORMMaterial3D has no way to adjust metallic specular (unlike StandardMaterial3D)
- Vulkan: ORMMaterial3D has a redundant Ambient Occlusion section
- Vulkan: The ORMMaterial3D shader doesn't compile
- "Create Debug Tangents" action on MeshInstance3D is missing undo/redo
- Vulkan: PCSS-style shadow size options no longer implemented, yet still used in the code
- Vulkan: DirectionalLight3D still exposes an Optimized shadow depth range, but this mode is no longer implemented
