Cat – Godot Engine – Multi-platform 2D and 3D game engine.
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- @iFiery
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V-Sekai/V-Sekai.github.io Public
Public proposal and issue tracker repository for V-Sekai. Interested in V-Sekai or #GodotVR development? Join the V-Sekai discord server! https://discord.gg/7BQDHesck8
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10,174 contributions in the last year
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Contribution activity
September 2022
Created 374 commits in 22 repositories
Created 5 repositories
- fire/godot_double_test GDScript
- fire/godot-low-polygon-character-maker GDScript
- fire/godot-visual-script C++
- fire/godot-subdiv C++
- fire/godot_anim_tree_perfomance_test GDScript
Created a pull request in godotengine/godot that received 5 comments
Default object to scene for usability and to match defaults.
Resolves .obj not creating lods reported by snek#8225 on discord.
Fixes: #65294
Changes behaviour of .obj importer to import as scene. The old impo…
+4
−4
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5
comments
Opened 1 other pull request in 1 repository
godotengine/godot-visual-script
1
open
Reviewed 27 pull requests in 3 repositories
godotengine/godot
24 pull requests
- Automatically use class name for empty renames
- Change the way GLTFDocumentExtension classes are registered
- GLTF: Store extensions in GLTFState and get supported extensions from GLTFDocumentExtension
- [Core] Make ImageFormatLoader extensible.
- Fix external Material for invalid Material
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Change return type of
get_configuration_warningstoPackedStringArray - Minor enhancements to the GLTF module (lights and docs)
- Changed the rest definition of SkeletonProfileHumanoid thumb to be more suitable for the game engine
- Add QuadMesh back as a subclass of PlaneMesh.
- Improve 3D editor preview sun and sky usability
- Add a button to create a trail mesh skeleton
- Fix gltf 8 bone weights condition to check for the second joint array size
- [Net] Rename "ssl" references to "tls" in methods and members.
- Add rotation ability to material editor preview.
- Fix various uninitialized member pointers
- Implement basic ASTC support
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Add Preprocessor Check for
DISABLE_DEPRECATEDin Grid Map's_octant_update() -
Fix
RestFixerfor the model hasSkinwhich non-inverse-global-rest - Don't try to read values from null cameras and lights in GLTF
- Treat JSON as resource files.
- Modification stack to nodes
- Optimized Delaunay2D and made it more readable
- Rename JavaScript singleton to JavaScriptBridge
- Add initial ies lights.
omigroup/omigroup
2 pull requests
GetFirefly/firefly
1 pull request
Created an issue in tefusion/godot-subdiv that received 15 comments
Opened 55 other issues in 13 repositories
V-Sekai/V-Sekai.github.io
12
open
7
closed
- V-Sekai Social VR Meeting agenda for 2022-09-25
- V-Sekai Social VR Meeting agenda for 2022-09-18
- Add mirror as engine patch + module
- Optimization: Godot physics engine
- Finalize FBX dialog for godot engine / website page. (75/100 score)
- HTTP requests randomly fail
- ThreadWorkPool may crash on latest groups-4.x or master
- Debug CI project export
- VRM needs to retarget flow - rotate 180 degrees and bone map
- godot: root scale change
- We have too many branches on V-Sekai/godot
- V-Sekai defaults to openxr off
- Disallow embedded scripts for downloaded assets.
- Interact with objects in the world (90/100 score)
- Optimization: Reduce number of places we use uncompressed textures. (such as glb)
- Optimization: implement PortableCompressedTexture2D
- Focus on people as the primary
- Use WSL and Windows 11 workflow
- Allow us to have our own asset library packages in addition to the upstream asset library
tefusion/godot-subdiv
6
open
6
closed
- Set GLTFQuadImporter's global subivision to allow baking
- Extend from ArrayMesh and MeshInstance3D?
- Compile error on windows. MSVC?
- Restore blender addon to export quad gltf.
- Licensing
- Recommend default to 8 bone weights
- Document how to create a quad only gltf2
- Load error
- Bake subdivision level so that lods can be generated
- Use triangular patches to avoid converting from quads.
- Supports animation skinning?
- Publish on the asset library.
godotengine/godot
6
open
5
closed
- Preview appears to be incorrect on materials
- GLTF2 export failure with octahedron normals
- "Fix Silhouette" in Retargeting does not work well on models other than A-pose or T-pose
- The function was exited without calling the Release method of the COM object pointed by the 'enumerator' pointer. drivers/wasapi/audio_driver_wasapi.cpp 220
- The if statement is equivalent to the 'else' statement. scene/resources/text_line.cpp 281
- Two opposite conditions were encountered. The second condition is always false. Check lines: 738, 739. rasterizer_scene_gles3.cpp 738
- The 'chunks' pointer was utilized before it was verified against nullptr. Check lines: 354, 366. rid_owner.h 354
- Recurring check. The 'if (err)' condition was already verified in line 149. gdscript_cache.cpp 150
- Identical sub-expressions to the left and to the right of the '!=' operator: joints_0.size() != joints_0.size()
- Opengl: Software skinning does not work and causes crash
- Compiler error C2039: 'get_debug_mesh': is not a member of 'NavigationMesh'





