- 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
4,404 contributions in the last year
Activity overview
Contribution activity
December 2021
Created 134 commits in 16 repositories
Created a pull request in godotengine/godot that received 9 comments
Draw the filled part of the slider on float EditorSpinSliders
master version of #55521.
This makes it more obvious that the slider has a "filled" part on the left, which improves visibility especially in wider…
Opened 61 other pull requests in 8 repositories
godotengine/godot
24
merged
21
open
- Print requested V-Sync mode when Print Fps is enabled (3.x)
- Print requested V-Sync mode when Print Fps is enabled
- Tweak SCons compilation messages to be more discreet
- Make EditorSpinSlider grabbers thicker to be more noticeable
- Make EditorSpinSlider grabbers thicker to be more noticeable
- Add compatibility class handlers for portal and room occlusion culling
- Add High Quality Once update mode to Sky
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Add Always Incremental update mode +
queue_update()in ReflectionProbe - Tweak the volumetric fog temporal reprojection property hint
- Hide non-working SpatialMaterial properties when Unshaded flag is enabled
- Hide non-working BaseMaterial3D properties when shading mode is Unshaded
- Improve the ReflectionProbe class documentation (3.x)
- Improve the ReflectionProbe class documentation
- Document RigidBody2D/3D and particles' angular velocity units
- Document Viewports rendering upside-down by default
- Only print OpenGL 2D batching status when in verbose mode
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Add
RenderingServer.get_video_adapter_type()method -
Add
RenderingServer.get_video_adapter_total_memory()method - Document sampling a TextureArray with sRGB -> linear conversion
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Rename
hint_anisotohint_anisotropyin the shader language - Automatically increase Light3D shadow bias when shadow blur is above 1.0
- Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D
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Remove redundant
fract_deltaproperty in GPUParticles -
Tweak the display order of CLI arguments in
--helpfor consistency -
Make
-qCLI argument toggle quiet stdout instead of quitting - Some pull requests not shown.
godotengine/godot-docs
5
merged
- Document background processing limitations in Exporting for the Web
- Clarify the 3D unit scale expected by Godot in Introduction to 3D
- Document using soft shadows in BakedLightmap
- Add a page on evaluating expressions using the Expression class
- Document configuring CPU thread usage in BakedLightmap for responsiveness
godotengine/godot-benchmarks
4
open
flathub/org.godotengine.godot.BaseApp
2
merged
flathub/org.godotengine.Godot
2
merged
godotengine/godot-demo-projects
1
open
godotengine/godot-design
1
merged
coelckers/gzdoom
1
open
Reviewed 24 pull requests in 6 repositories
godotengine/godot-docs
9 pull requests
- Clarify singleton read order
- Clarify tree order in Using SceneTree
- Few more fixes/enchancements to shaders
- Tweak releases URL in VR starter tutorial part 1
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Change PackedScene
instance()toinstantiate() - Fix the syntax for the Android permission requirement on network tutorials
- Update information regarding VCS-ignorable directories
- Fix incorrect export template path in Compiling for macOS
- Fix incorrect explanation of successful evaluation in Evaluating expressions
godotengine/godot
9 pull requests
- Fixed event spam when using the Nintendo Switch controller
- Fix selection being deleted and indentation not being accounted for. Fixes #55855
- Allow selection in asset description
- Draw the filled part of the slider on float EditorSpinSliders
- SceneTree: Document font oversampling, remove warnings
- Fix WorldEnvironment node warning about unset resources
- Try to load project data from a ZIP data pack if no PCK is found
- Fix editor crash when expanding/collapsing empty scene tree
- Improve the CanvasItem class documentation
Calinou/scoop-games
3 pull requests
godotengine/godot-website
1 pull request
godotengine/godot-demo-projects
1 pull request
minetest/minetest.github.io
1 pull request
Created an issue in godotengine/godot-proposals that received 6 comments
Enable "Allow Hidpi" by default to fix window management issues across platforms on hiDPI monitors
Describe the project you are working on
The Godot editor
Opened 35 other issues in 4 repositories
godotengine/godot
23
open
3
closed
- [TRACKER] BakedLightmap (CPU lightmapper) issues
- Vulkan: LightmapGI environment lighting samples the sky upside-down
- CPU lightmapper does not react to non-default environment Color, Energy or Sky Contribution when using the Scene environment mode
- Improve roughness consistency between High Quality and Real Time environment sky filtering modes
- [TRACKER] LightmapGI (GPU lightmapper) issues
- Vulkan: SDFGI does not take GridMap into account for baking
- Vulkan: LightmapGI does not take GridMap into account for baking
- Vulkan: LightmapGI does not take MultiMeshes into account for baking
- Vulkan: VoxelGI does not take MultiMeshes into account for baking
- Vulkan Mobile backend: Glow behaves inconsistently compared to the clustered backend
- Vulkan Mobile backend: Some advanced debug draw modes do nothing when enabled
- Vulkan Mobile backend: Angular Distance (PCSS) does not work with DirectionalLight3D shadows
- Vulkan Mobile backend: Point lights can appear brighter (duplicated) depending on the camera angle if there is more than one of the same type in view
- Vulkan Mobile backend: Warn about unsupported features in the editor and class reference
- Vulkan Mobile backend: FXAA and debanding have no effect when enabled
- Vulkan Mobile backend: Environment lighting and reflections are twice as dark as they should be
- [TRACKER] Vulkan Mobile backend-specific issues
- Vulkan Mobile backend: Fog is only rendered on the background sky, not 3D objects
- Vulkan Mobile backend: LightmapGI baking does not take environment lighting into account
- Vulkan Mobile backend: LightmapGI is not sampled during rendering if a DirectionalLight3D with shadows enabled is visible
- Vulkan: BaseMaterial3D Anisotropy does not work and results in a shader compilation error if Normal Map is disabled
- CPU lightmapper ray generation is not deterministic, making comparisons more difficult
- Lightmap display in GLES3 is broken when Generate Atlas is enabled in BakedLightmap
- Vulkan: VoxelGI VRAM size estimation is inaccurate
- Vulkan: VoxelGI is much brighter at 512 subdivisions compared to 64, 128 or 256 subdivisions
- Some issues not shown.
godotengine/godot-proposals
7
open
- Add a project setting to mute audio when the project window is unfocused
- Remove support for obsolete PVRTC texture compression
- Display text on the splash screen on initial startup to indicate that shaders will be cached
- Use radians as units instead of degrees in ParticlesMaterial and CPUParticles
- Emit a node configuration warning when VoxelGI extents or subdivision size is changed, but it wasn't re-baked yet
- Delay inspector display after selecting node(s) in the Scene tree dock to improve editor responsiveness
- Rename the ZIP extension used for exported project data back to PCZ
