- Troyes, France
- https://hugo.pro
- @HugoLocurcio
Highlights
- Developer Program Member
- 3 discussions answered
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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
3,731 contributions in the last year
Activity overview
Contribution activity
June 2022
Created 122 commits in 11 repositories
Created a pull request in godotengine/godot that received 7 comments
Enable asynchronous shader compilation + cache by default in GLES3
This reduces stuttering when a material is displayed for the first time, and prevents stuttering from occurring entirely after the project is resta…
Opened 45 other pull requests in 5 repositories
godotengine/godot
16
open
22
merged
1
closed
- Remove linked properties for SDFGI cell sizes
- Tweak editor icons for navigation nodes and SkeletonIK3D
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Remove spaces in
SubResource()/ExtResource/Resource()in text resources - Automatically update the editor viewport when 3D scaling options are changed
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Fix Light3D
angular_distanceproperty hint being in radians - Document incremental search support in ItemList, PopupMenu and Tree
- Tweak Light3D property hint to be more accurate for LightmapGI usage
- Fix glow in Mix mode not working correctly when FXAA is enabled
- Always sample the heightmap with linear filtering in BaseMaterial3D
- Disable VRAM compression by default for small textures in Detect 3D
- Update OccluderInstance3D warnings on project setting changes
- Add internationalization for Detect 3D texture import messages
- Print messages when textures are detected as used in 3D/normal map (3.x)
- Improve CurveTexture documentation
- Mark some common project settings as basic
- Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
- Add a property hint for the iOS touch delay project setting
- Add TAA to the list of editor capitalizations
- Don't request redraw in AnimatedTexture to decrease editor CPU/GPU usage
- Rename dialogs creating MeshInstance2D to refer to the node name
- Rename "Convert to Mesh2D" to "Convert to MeshInstance2D" in the editor
- Update name of Convert to MeshInstance2D button in MeshInstance2D doc
- makerst: Print colored output for easier visual grepping
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makerst: Fix duplicate
.xmlextension in some error messages - Document the CurveXYZTexture class, improve CurveTexture documentation
- Some pull requests not shown.
stuntrally/stuntrally
1
open
1
closed
1
merged
godotengine/godot-docs
1
open
etlegacy/etlegacy
1
open
stuntrally/tracks
1
open
Reviewed 48 pull requests in 8 repositories
godotengine/godot
24 pull requests
- Cleanup audio effect class reference pages
- Add explicit deferred flags
- Make integer animation tracks be continuous when created
- Rename every instance of OGG to Ogg
- Implement a Movie Maker mode
- Adding function key support from F17 to F35
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Clarify
allandanydocumentation for empty arrays - Add a description to ORMMaterial3D and StandardMaterial3D
- PathFollow3D parallel transport frame reliability improvements
- Update OccluderInstance3D warnings on project setting changes
- Added z-corrected option for parallax
- Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
- fix linear2db returning null
- Document the CurveXYZTexture class, improve CurveTexture documentation
- Fix incorrect sky rotation based on camera axis
- Add an option to jitter shadow map dithering pattern across frames
- Initial TAA implementation
- Document how to load Images, MP3s and OGG Vorbis files at run-time
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Fix
EditorSpinSlidernot resetting the mouse position correctly when freed - [3.x] Fix empty space after project sort options
- [4.x] Add viewport content scale
- Make get_action_raw_strength and get_vector compatible with simulated events
- Bind METHOD_FLAG_VARARG as an Enum Constant in Core Constants
- Improve EditorPlugin state documentation
Calinou/scoop-games
9 pull requests
godotengine/godot-docs
6 pull requests
godotengine/godot-vscode-plugin
4 pull requests
abarichello/godot-ci
2 pull requests
open-goal/jak-project
1 pull request
Calinou/godot-reflection
1 pull request
godotengine/godot-website
1 pull request
Created an issue in godotengine/godot-proposals that received 4 comments
Disable VRAM compression by default for small textures in Detect 3D
Describe the project you are working on
The Godot editor
Opened 15 other issues in 4 repositories
godotengine/godot-proposals
7
open
- Add a nearest-neighbor scaling option to Viewport's Scaling 3D Mode property
- Cancel the current drag-and-drop operation when pressing Escape while dragging something
- Allow changing anisotropic filter level at run-time
- Implement DPCF-like contact hardening to reduce acne and improve shadow rendering quality
- Use a slight negative mipmap LOD bias by default (and adjust it further if TAA or FXAA are enabled)
- Improve shadow rendering performance by rendering static shadows and dynamic shadows separately for each light
- Disable Local Coords by default in Particle nodes (and use global coordinates instead)
godotengine/godot
6
open
- Textures specified in an OmniLight3D or SpotLight3D projector are not detected as used in 3D
- Textures specified in a Decal are not detected as used in 3D
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Port
project_settings_changedsignal changes from3.xtomaster - Importing a Radiance HDR image for use in a PanoramaSkyMaterial freezes the editor
- Unexpectedly low performance of temporal antialiasing due to high GPU cost
- Vulkan: Alpha Hash material transparency mode does not prevent the material from going through the transparent pipeline


