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game-development
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Required skills: Cython
Difficulty: Medium
Animation frames from AoE2 graphics files are packed into a texture atlas by the openage converter. We use bin packing to find the optimal arrangement (= smallest atlas dimensions) of the frames in the atlas. Bin packing becomes computationally intensive if a lot of frames are packed (look
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Goal:
- Make level designing with Objects more natural by changing the order of placement and rotation / flipping Objects.
AsIs:
- Select Object from Tileset.
- MouseCursor turns into a "GhostPreview" showing the selected Object in a half-transparent way.
- Place Object in the Map by pressing LMB.
- Optional: Rotate / flip placed Object. (This feels inconvenient because when the
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All of the CI builds are flavors of linux. It'd be great to add some Windows / Mac ones.
Anybody know github actions and want to help out?
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Is your feature request related to a problem? Please describe.
googleforgames/agones#2149 added "copy" buttons to code blocks on the website, which is a huge improvement. But a side effect of switching to using prism is that somehow our stylesheets are now rendering the code blocks that can be copied and those that can't differently:
<img width="980" alt="Scre
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This function needs a unit test.
Guide to how to contribute to an open source project on GitHub.
Test stub: https://github.com/pygame/pygame/blob/main/test/display_test.py#L255-L274
Docs: https://www.pygame.org/docs/ref/display.html#pygame.display.gl_set_attribute
Code to be tested: https://github.com/pygame/pygame/bl
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Jul 2, 2021 - CMake
Tracking issue for improving the egui docs. Other suggestions for improvements welcome!
All doc-examples need to be part of the doctests (i.e. they should never be marked ignore
, though no_run
can maybe sometimes be motivated).
egui
The crate-level docs for egui
(at https://docs.rs/egui generated from egui/src/lib.rs
) sh
Release Type: Official Release
Version: Version 4.0
Platform(s): All
Describe the bug
if you don't add a physics shape to the character component and call any physics function for that character you'll get the following error : Unhandled Exception: System.InvalidOperationException: Attempted to call a Physics function that is avaliable only when the Entity has been alread
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See:
https://forum.babylonjs.com/t/can-gltf-export-a-specific-mesh-from-scene/10641/3
Repro:
https://www.babylonjs-playground.com/#YBEKDT#4
Expected result:
Fan materials and textures should not be included in exported glTF from this playground.