- Troyes, France
- https://hugo.pro
- @HugoLocurcio
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minetest/minetest Public
Minetest is an open source voxel game engine with easy modding and game creation
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awesome-gamedev Public
A collection of free software and free culture resources for making amazing games. (mirror)
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godotengine/awesome-godot Public
A curated list of free/libre plugins, scripts and add-ons for Godot
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scoop-games Public
Scoop bucket for open source/freeware games and game-related tools
4,381 contributions in the last year
Activity overview
Contribution activity
November 2021
Created 168 commits in 21 repositories
Created 3 repositories
Created a pull request in godotengine/godot that received 12 comments
Remove support for built-in scripts in the editor
Built-in scripts have many limitations that users tend to discover late in their project. This causes a lot of pain as scripts must be replaced by …
Opened 90 other pull requests in 10 repositories
godotengine/godot
40
open
33
merged
- Tweak PopupMenu item spacing in the editor theme
- Fix scene tree dock icon not switching colors on theme change
- Improve script editor's light theme syntax colors for better readability
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Remove redundant SpriteBase3D
opacityproperty -
Document using SpriteBase3D's
modulateproperty with material override (3.x) -
Document using SpriteBase3D's
modulateproperty with material override - Remove unused struct fields in VoxelGIData
- Remove unused code in GI shaders
- Add a project setting to adjust VoxelGI dynamic oversampling
- Use 16-bit depth to improve dynamic VoxelGI performance
- Automatically fade to Z far in environment depth fog
- Allow disabling the depth prepass in the Vulkan Clustered backend
- Emit node configuration warnings for GeometryInstance3D distance fade
- Tweak ReflectionProbe update mode property hint to mention performance
- Rename and reorder bake mode properties for consistency
- Decrease the default dynamic range in VoxelGIData to 2.0
- Fix VoxelGIData dynamic range property being treated as integer
- Document the VoxelGIData resource
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Use
WARN_PRINT_ONCE()for FSR-related warning messages - Remove disabled debug code in ClusterBuilderRD
- Add a project setting to configure the clustered rendering tile size
- Set Volumetric Fog Gi Inject to 1.0 by default
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Fix
strip_edges()call that was removed in boot splash image change - Warn when using GPU-based particles on macOS due to low performance
- Document the engine's use of internal groups in Node
- Some pull requests not shown.
godotengine/godot-docs
6
merged
1
open
- Clarify the location of binaries to copy in Compiling for Linux/*BSD
- Cross-reference compiling and exporting pages, rename OSX/Mac to macOS
- Rework the Optimizing for size page
- Mark the Godot 3.3 series as partially supported
- Add libatomic-static dependency for Fedora in Compiling for Linux, *BSD
- Add libatomic-static dependency for Fedora in Compiling for Linux, *BSD
- Document compiling a debug server build
flathub/org.godotengine.Godot
3
merged
godotengine/godot-cpp
1
merged
BinomialLLC/basis_universal
1
open
godotengine/godot-website
1
merged
godotengine/doc-status
1
merged
godotengine/godot-design
1
merged
godotengine/godot-proposals
1
merged
LTCHIPS/rottexpr
1
open
Reviewed 44 pull requests in 14 repositories
godotengine/godot
20 pull requests
- AMD FidelityFX Super Resolution
- Improve various texts
- Adding transpose properties to Vector2, Vector3, Vector2i, and Vector3i
- Add 4.0 development changelog
- GPU Particles (2D + 3D) visibility rect / gizmo optimization for reduced visual clutter
- Add [theme_item] tag to editor help
- docs: Caveats of NavigationMesh.create_from_mesh
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Fetch GDExtension class property lists from
ClassDBinObject::get_property_list - Use Enter instead of F2 as an editor renaming shortcut on macOS (3.x)
- Allow negative Near values in Camera3D when using orthogonal projection
- Move and organize tests into subfolders
- Clamp rotation for up/down orbiting shortcuts.
- [4.0] Add support for glow maps
- Use application name for pulseaudio device
- 3.x redirect (console) output (expose as signal)
- Add screen_get_refresh_rate to DisplayServer
- README updates and improvements, link license page
- Fix unset target type in assignment inside setter
- Fix new projects always being created with OpenGL
- Add OpenGL renderer (squashed)
godotengine/godot-docs
5 pull requests
Calinou/scoop-games
4 pull requests
LTCHIPS/rottexpr
3 pull requests
godotengine/godot-demo-projects
2 pull requests
minetest-mods/gauges
2 pull requests
godotengine/godot-git-plugin
1 pull request
gdscript-online/gdscript-online.github.io
1 pull request
redeclipse/base
1 pull request
minetest-mods/moreblocks
1 pull request
flathub/org.shadered.SHADERed
1 pull request
godotengine/godot-proposals
1 pull request
godotengine/godot-vscode-plugin
1 pull request
godotengine/godot-cpp
1 pull request
Created an issue in godotengine/godot that received 8 comments
Vulkan: PanoramaSkyMaterial cannot have filtering disabled on its texture anymore
Godot version 4.0.dev (84f59c6) System information Fedora 34, GeForce GTX 1080 (NVIDIA 470.74) Issue description Now that textures no longer store …
Opened 42 other issues in 5 repositories
godotengine/godot
27
open
6
closed
- Advanced Import Settings: 3D lines from debug previews (such as collision generation) cast shadows
- Vulkan: GeometryInstance3D Transparency does not disable shadow rendering at high values
- Vulkan: Emit a node configuration warning when GeometryInstance3D fade is enabled, but the margin is set to 0
- ReflectionProbe rendering does not take custom interior ambient light into account in reflections
- ReflectionProbe causes visible Z-fighting artifacts on surfaces when Ambient Contrib is increased above 0.0 (GLES3 only)
- GIProbe rendering displays the sky too bright in reflections unless Dynamic Range is decreased to 1
- Vulkan: MeshInstance3D nodes with Dynamic Bake mode are very expensive in VoxelGI, regardless of quality settings
- Vulkan: GPUParticles2D interpolation not implemented yet (unlike in GPUParticles3D)
- Vulkan: VoxelGI metallic materials appear as bright as non-metallic materials in reflections
- Vulkan: SDFGI and VoxelGI are only combined correctly if VoxelGI is enabled *after* SDFGI, not before
- [TRACKER] VoxelGI issues
- [TRACKER] SDFGI issues
- Vulkan: Lights with Bake Mode set to Static cause SDFGI to become infinitely bright as the camera moves
- Vulkan: Light specular lobes can be visible on smooth-shaded surfaces facing away from the light
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Project setting changes aren't always saved to
project.godotwhen pressing Ctrl + S - Vulkan: Default ProceduralSkyMaterial values do not match the preview sky values
- Vulkan: ProceduralSkyMaterial and PhysicalSkyMaterial default colors are incorrect following sRGB change
- Vulkan: SDFGI does not take custom ambient light settings into account when Read Sky Light is enabled (unlike VoxelGI)
- Can't add nodes in the editor to create a new scene (also can't add nodes to an existing scene)
- Editor crashes when adding a ColorRect node to an existing scene
- Vulkan: VoxelGI and SDFGI rendering exhibits a visible outline between surfaces and the sky
- LineEdit and TextEdit caret is no longer visible in a project, but still visible in editor
- Vulkan: FogVolume with volumetric fog temporal reprojection enabled causes the editor to redraw continuously, wasting CPU and GPU resources
- Vulkan: SDFGI does not make the editor redraw until it has fully converged
- Creating preview sun and sky no longer assigns human-readable names to the nodes
- Some issues not shown.
godotengine/godot-proposals
5
open
1
closed
- Add a mesh simplification option for TriMesh collision shape generation in the advanced import settings
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Expose
CMP_EPSILONconstant to the scripting API and Godot shader language -
Warn when defining a function that has the same name as a virtual method, but without a leading underscore (e.g.
func ready():) - Allow turning GDScript warning categories into errors individually (instead of a global setting)
- Add a Detail Scale property to BaseMaterial3D
- Use different icons for AnimationPlayer editor keyframes depending on the keyframe's easing type
