______ is best pony.
Web and infrastructure developer for @godotengine. Hobby open source game developer and modder.
- 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
3,649 contributions in the last year
Activity overview
Contribution activity
May 2022
Created 190 commits in 15 repositories
Created 4 repositories
Created a pull request in godotengine/godot that received 12 comments
Remove standalone comment lines with only slashes
Separators with comments are generally not very useful with modern code editors and IDEs, which provide better navigation tools. See #33027 (comment).
Opened 78 other pull requests in 11 repositories
godotengine/godot
32
merged
22
open
- Change instances of "returns an empty Variant" to "returns null" in docs (3.x)
- Change instances of "returns an empty Variant" to "returns null" in docs
- Improve stack overflow error message in GDScript and VisualScript
- Print messages when textures are detected as used in 3D/normal/roughness
- Rotate Decal nodes when using Align Transform/Rotation With View
- Clamp Decal extents to positive values
- Increase the editor profiler frame history default and maximum limit (3.x)
- Increase the editor profiler frame history default and maximum limit
- Add a 3D suffix to relevant physics profiler categories
- Add sky cover texture for PhysicalSkyMaterial
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Don't call unsupported
setsockopt()on HTML5 to avoid error messages - Add a Fade Start property to ReflectionProbe
- Tweak TextMesh decomposition error message to mention self-intersecting lines (3.x)
- Tweak TextMesh decomposition error message to mention self-intersecting lines
- Increase saturation of accent color on the Grey editor theme preset (3.x)
- Increase saturation of accent color on the Gray editor theme preset
- Fix typo in occlusion culling warning method name
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Add
particles_updatedandparticles_expiredsignals to CPUParticles - Decrease SphereShape3D's default radius to 0.5 to match primitive mesh
- Tweak the GPUParticles3D Transform Align property hint for readability
- Fix ParticlesMaterial collision friction/bounce at low velocity
- Add Cone and Cylinder shapes to FogVolume
- Add properties to disable top/bottom cap generation in TubeTrailMesh
- Add "Hide on Contact" collision mode to ParticlesMaterial
- Remove outdated "not implemented yet" comments in ParticlesMaterial
- Some pull requests not shown.
godotengine/godot-docs
2
open
8
merged
- Point to stable branch of godot-headers in GDNative C example
- Add optimization tips for mobile in Exporting to HTML5
- Clarify the expected output file extensions in Exporting projects
- Remove mentions of PVRTC texture compression in the documentation
- Document most default feature tags being immutable
- Document that autoloads must not be freed to avoid crashes
- Remove outdated notice about lack of controller support on Apple M1
- Improve File paths in Godot projects documentation
- Fix code literal syntax in FAQ
- Add FAQ items about portable mode and editor desktop integration
stuntrally/stuntrally
1
open
4
merged
godotengine/godot-demo-projects
1
open
1
merged
stuntrally/tracks
1
merged
godotengine/collada-exporter
1
open
etlegacy/etlegacy
1
open
flathub/net.minetest.Minetest
1
merged
godotengine/godot-website
1
merged
godotengine/godot-vscode-plugin
1
merged
godotengine/doc-status
1
merged
Reviewed 93 pull requests in 10 repositories
godotengine/godot
25 pull requests
- Use consistent casing in editor filter bars
- Add script templates for EditorScenePostImport
- Update animation_player_editor_plugin.cpp - UI Bug Fix
- Implement LOD range in GeometryInstance
- Hide redundant categories from project settings
- Add rounded corners to the script editor
- Add color contrast to TabContainer backgrounds in the editor
- [3.x] Remove extra space in property editors
- Add rounded corners to EditorProperty and EditorSpinSlider and scale corner radius to editor scale
- Show class icon in the documentation page header
- Add rounded corners to the contextual toolbar
- Improve error messages for invalid property access/calls in GDScript
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Use blank line instead of
@desc:for doc comments - Add an option to preview the 3D scene as a background to the 2D editor
- Use IGN instead of white noise for sky dithering
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Add
particles_updatedandparticles_expiredsignals to CPUParticles - resource loader threading
- Fix custom resource icons not appearing in file system
- Add suffixes to all nodes and resources
- Tweak the disabled files text color in FileDialog for readability
- Tweaks to improve the Project Manager display at small sizes
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Hide the first
--print-fpsoutputs after the engine has started - Fix viewport with transparent bg changed to solid black if enable fxaa or debanding.
- Fix computation of screen_uv
- Add rotation ability to material editor preview.
- Some pull request reviews not shown.
Calinou/scoop-games
14 pull requests
- pcsx2-dev: Disable built-in autoupdate to prevent conflicts
- melonds: Update to 0.9.4
- ferium: Fix version 4.0.2, update URLs
- ferium: Update to version 4.0.2, improve description
- pcsx2-dev: Fix download URL for Qt release
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rpcs3: Fix
config.ymlandgames.ymlnot persisting between upgrades - pacmc: Update license and description
- mame: Update to version 0.243, fix autoupdate
- l4d2modmanager: Fix persist with a pre_install script
- spraygen: Add version 1.3.4
- l4d2modmanager: Add version 1.0.4
- sixcells: Add version 2.4.3
- ferium: Add version 3.27.0
- bsnes-hd-beta: Add beta version 10.6
godotengine/godot-docs
11 pull requests
-
Update docs about doc comments (
@desc:replaced with blank line) - Add exit condition to prevent thread from hanging in resource_queue.gd
- Document scene unique nodes
- Add command to build specific files in Building the manual with Sphinx
- Document Material Overlay
- Fix typo: "intantiated" -> "instantiated"
- Fix invalid variable name in C# example in Physics introduction
- fix user data path in macos
- Fix matrix member to column-major access in Shading language
- Physics interpolation docs
- Document zero padding and left alignment in format string
godotengine/godot-vscode-plugin
4 pull requests
godotengine/awesome-godot
3 pull requests
godotengine/godot-website
1 pull request
flathub/net.minetest.Minetest
1 pull request
minetest/minetest.github.io
1 pull request
godotengine/godot-demo-projects
1 pull request
PCSX2/pcsx2
1 pull request
Created an issue in godotengine/godot that received 9 comments
Crash when adding CSGBox3D node due to gizmo drawing
Related to #58284. Godot version 4.0.alpha (694baff) System information Fedora 34, GeForce GTX 1080 (NVIDIA 510.60.02) Issue description The editor…
Opened 33 other issues in 10 repositories
godotengine/godot
11
open
2
closed
- Detect 3D at import-time treats normal/AO/height maps as roughness maps, but does not treat roughness maps as such
- Vulkan: Shader compilation stutter when materials enter the view frustum for the first time (unless cached)
- Fake bold (embolden) doesn't render glyph intersections correctly when MSDF is enabled on the default project font
- Vulkan: Point rendering still leaves depth prepass enabled on opaque materials
- [TRACKER] Vulkan GPUParticles issues
- Vulkan: GPUParticles3D are invisible if spawned at the same location as an attractor's origin
- Normal map is incorrectly compressed when using Basis Universal compression mode
- Vulkan: GPUParticles3D attractor and collision Cull Mask doesn't have any effect
- Vulkan: GPUParticlesCollisionSDF3D does not work after baking until the scene is saved and reloaded
- Vulkan: GPUParticles2D collision not implemented yet (unlike in GPUParticles3D)
- Vulkan: GPUParticles2D attractors not implemented yet (unlike in GPUParticles3D)
- Vulkan: BaseMaterial3D Proximity Fade exhibits a visible line regardless of distance if opaque surfaces are in front
-
4.0alpha: Stretch scale factor doesn't apply when using
viewportstretch mode (while it does in3.x)
godotengine/godot-proposals
7
open
- Rework the Align Transform With View and Align Rotation With View 3D editor actions
- Implement UDN normal map blending for BaseMaterial3D detail mapping and decal rendering
- Add a Color Correction Intensity property to Environment (or allow blending between two color correction textures)
- Make the Environment Sky Contribution property add to ambient lighting, rather than mix ambient lighting with it
- Change the default Global Illumination Mode from Disabled to Static on GeometryInstance3D
- Implement multi-scatter GGX approximation to prevent rough metallic materials from being darker than they should be
- Add a tree dialog to control which resources should be made unique when using Make Unique in the inspector
stuntrally/stuntrally
6
open
- Finishing a tutorial series sometimes displays an empty tutorial list after showing the menu
- Getting a master server up and running again
- Add near-infinite water planes in more tracks to make the terrain size limit less noticeable
- GUI text is too small/large when the window is resized at run-time
- Rendering is stretched after resizing the window to a different aspect ratio
- Describe what difficulty levels do on the main menu


