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Game engine

Game engines are software frameworks for game development. Game engines do the heavy lifting for developers so they can focus on other aspects of game development.

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KoBeWi
KoBeWi commented Mar 28, 2022

Godot version

3.x 11d40d7

System information

Windows 10 x64

Issue description

This PR can be backported to 3.x: #59571
It couldn't be cherry-picked, because Tween code changed almost completely. This particular part is mostly unchanged though and still relevant for Godot 3.

Steps to reproduce

See this issue #33813

Minimal reproduction project

No response

boardgame.io
mbrinkl
mbrinkl commented Feb 17, 2022

It would be nice to have an option to pass G and ctx into the redact option in a long form move. The undoable property already has this option, so it should be fairly easy to implement. So it would looke like...

B: {
  move: (G, ctx, ...args) => {},
  redact: true/false or (G, ctx) => {},
},

For my particular use case, I have moves in my game that should normally show

stride
gbriggs-trmb
gbriggs-trmb commented Nov 4, 2021
  1. Starting with the Stride "Terrain" sample.
  2. Added a vehicle model fbx file.
  3. Used Add Physics asset / convex hull to create collider
  4. Used this collider with a rigid body, works fine.
  5. Tried to use this collider with a character component, and it crashes the program.
  6. Made a much simpler multi box collider for the vehicle (one rectangle and four cylinders).
  7. This simpler colli
bug good first issue area-Physics
Terasology
jdrueckert
jdrueckert commented Mar 30, 2022

Motivation

Dependency injection via @In is a widely used mechanism throughout our code-base.
However, it doesn't seem to be supported for all kinds of classes yet.

While it is implemented for world generators, it is not yet implemented for world-gen plugins.
If used for these, it can/will lead to NPEs due to fields not being properly initialized before being accessed.

Example

Topic: Architecture Good First Issue Type: Improvement Size: S
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