______ 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)
-
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
3,641 contributions in the last year
Activity overview
Contributed to
godotengine/godot,
godotengine/godot-docs,
Calinou/scoop-games
and 191 other
repositories
Contribution activity
May 2022
Created 121 commits in 12 repositories
Created 1 repository
Created a pull request in flathub/net.minetest.Minetest that received 5 comments
Opened 37 other pull requests in 6 repositories
godotengine/godot
13
open
12
merged
- Fix project manager display at small window sizes
- Fix project manager display at small window sizes (3.x)
- Tweak the default font's fake italic to better match Open Sans Italic
- Add properties to disable top/bottom cap generation in CylinderMesh
-
Rename
--vk-layers
command line argument to--gpu-validation
- Use a different color for GPUParticlesAttractor3D editor gizmos
- Improve the Performance class documentation
- Rename BaseMaterial3D properties to use fully spelled out "texture"
- Add a partial test suite for Transform3D
- Document performing local rotation with Transform2D and Transform3D
-
Remove unused
GPUParticlesCollisionHeightField3D.follow_camera_push_ratio
property - Document GPUParticles3D attractors and collision
- Rename FileSystemDock to EditorFileSystemDock as it's editor-only
- Improve AnimatedSprite2D description in the class reference
- Rename remaining references of FSR to FSR 1.0
- Use the Static global illumination mode in GeometryInstance3D by default
- Rename profiler "Idle Time" to "Process Time"
- Rename profiler "Idle Time" to "Process Time"
- Add French translation for Linux desktop file
-
Handle CLI arguments without a value in
OS.get_cmdline_args()
example (3.x) -
Handle CLI arguments without a value in
OS.get_cmdline_args()
example - Use physical keys for numpad emulation in the 3D editor
- Remove standalone comment lines with only slashes
-
Remove
RES
andREF
typedefs in favor of spelled outRef<>
- Rename soft shadow quality project settings for easier searching
godotengine/godot-docs
7
merged
- 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
godotengine/godot-demo-projects
1
open
1
merged
godotengine/godot-website
1
merged
godotengine/godot-vscode-plugin
1
merged
godotengine/doc-status
1
merged
Reviewed 61 pull requests in 10 repositories
godotengine/godot
25 pull requests
-
Hide the first
--print-fps
outputs 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.
- Automatically disable threaded NavigationMesh bake on unsupported OS
- Add missing class doc to NavigationMeshGenerator
- Adding Variable Rate Shading support to Godot
- Improve AnimatedSprite2D description in the class reference
- Add documentation comments for internationalization C++ macros
- Add some code examples to explain the usage of the format function in the String .
- Document Shape2D's collide_and_get_contacts() and collide_with_motion_and_get_contacts()
- Improved docstrings of various transform methods on CanvasItem
- Implement LOD range in GeometryInstance
-
Use a floating-point number for the
timeout
property in HTTPRequest - Add more fill modes to ProgressBar
- Remove Unnecessary __meta__ added to scene
- Make editable children use warning color instead of disabled color
- Disallow setting editor-only metadata in the editor
- use physical keys for numpad emulation in the editor
- Properly increase line counter when parsing comments
- Reduce nav mesh message overload.
- Enable GDExtension libraries from absolute paths
- Removes request for restarting the editor after resizing the main font
- [Fix #58248] Add custom type check before hiding type
-
Fix
get_coords_level_tile_proxy
description - Some pull request reviews not shown.
Calinou/scoop-games
8 pull requests
godotengine/godot-docs
7 pull requests
- 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
3 pull requests
godotengine/awesome-godot
2 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 8 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…
8
comments
Opened 22 other issues in 9 repositories
godotengine/godot
10
open
1
closed
- 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
viewport
stretch mode (while it does in3.x
)
godotengine/godot-proposals
4
open
- 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
godotengine/godot-docs
1
open
Pedrokkkkkk/Godot-Touch-Acessibility
1
closed
etlegacy/etlegacy
1
open
garsipal/valhalla-project
1
open
sultim-t/Serious-Engine-RT
1
open
0x1F9F1/Open1560
1
closed
Calinou/godot-debug-builds
1
open
Answered 1 discussion in 1 repository
redeclipse/base
redeclipse/base
6
contributions
in private repositories
May 7