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rcorre/chipmunkd 9

D bindings for Chipmunk2D

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Rampart-like game written in D

fowlmouth/allegro5 4

Nimrod wrapper for allegro 5

rcorre/alecs 2

Allegro Entity Component System

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Notes for CIS4301 UF Spring 2014

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CUI for kubernetes

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2D geometry and collision detection in D

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http://www.cise.ufl.edu/~yx1/teaching/CNT4007C_F13/project_description.pdf

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Check syntax in Vim asynchronously and fix files, with Language Server Protocol (LSP) support

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Nimrod wrapper for allegro 5

PullRequestReviewEvent

issue commentraysan5/raylib

[rmodels] Transforms incorrect with GLTF model animation

This is the latest master, including https://github.com/raysan5/raylib/pull/2009

rcorre

comment created time in 3 days

issue openedraysan5/raylib

[rmodels] Transforms incorrect with GLTF model animation

WARNING: Please, read this note carefully before submitting a new issue:

It is important to realise that this is NOT A SUPPORT FORUM, this is for reproducible BUGS with raylib ONLY.

There are lots of generous and helpful people ready to help you out on raylib Discord forum or raylib reddit.

Remember that asking for support questions here actively takes developer time away from improving raylib.


Please, before submitting a new issue verify and check:

  • [x] I tested it on latest raylib version from master branch
  • [x] I checked there is no similar issue already reported
  • [x] My code has no errors or misuse of raylib

Issue description

I see "flickering" near the end of a GLTF animation. Here's two examples. Each includes a glb and the blend file.

In ok.zip, I've just added two bones to a single mesh, and parented with "automatic" weights. So far, so good!

https://user-images.githubusercontent.com/2496231/134672014-d61dd91c-4009-4df1-a064-ce68ae8f0225.mp4

Now in bad.zip, I've "symmetrized" the armature, adding two more bones, and adding to the animation so the left leg moves opposite to the right. Now I start to see the "flickering":

https://user-images.githubusercontent.com/2496231/134672256-a907d39f-8550-45b7-a0c8-d7c7e1d14dc4.mp4

Environment

Provide your Platform, Operating System, OpenGL version, GPU details where you experienced the issue.

Linux 5.14.6-arch1-1

OpenGL renderer string: NVIDIA GeForce GTX 1080/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 470.63.01
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 470.63.01
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20

Issue Screenshot

If possible, provide a screenshot that illustrates the issue. Usually an image is better than a thousand words.

Code Example

const std = @import("std");
const rl = @import("c.zig");

const screenWidth = 1920;
const screenHeight = 1080;

pub fn main() !void {
    rl.InitWindow(screenWidth, screenHeight, "example");

    var camera = rl.Camera{
        .position = .{ .x = 5.0, .y = 5.0, .z = 5.0 },
        .target = .{ .x = 0.0, .y = 0.0, .z = 0.0 },
        .up = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
        .fovy = 45.0,
        .projection = rl.CAMERA_PERSPECTIVE,
    };
    rl.SetCameraMode(camera, rl.CAMERA_ORBITAL);

    rl.SetTargetFPS(60);

    const model = rl.LoadModel("/tmp/bad.glb");
    defer rl.UnloadModel(model);

    var animCount: u32 = 0;
    const anims = rl.LoadModelAnimations("/tmp/bad.glb", &animCount);
    defer rl.UnloadModelAnimations(anims, animCount);

    var frame: i32 = 0;
    while (!rl.WindowShouldClose()) {
        rl.UpdateCamera(&camera);
        rl.UpdateModelAnimation(model, anims[0], frame);
        frame = @mod(frame + 1, 60);

        rl.BeginDrawing();

        rl.ClearBackground(rl.GRAY);

        rl.BeginMode3D(camera);

        rl.DrawGrid(10, 1.0);

        rl.DrawModel(model, .{ .x = 0, .y = 0, .z = 0 }, 1.0, rl.WHITE);

        rl.EndMode3D();

        rl.EndDrawing();
    }

    rl.CloseWindow();
}

This is in zig, I can provide an equivalent C example if needed.

created time in 3 days

pull request commenttanium/octobot

Don't transition tickets with "See" keyword.

No problem, thanks for the review!

rcorre

comment created time in 4 days

push eventtanium/octobot

Ryan Roden-Corrent

commit sha 1042850f85cb2b3978d1f1e69dc310e05c83a507

Don't transition tickets with "See" keyword. (#284) JIRA refs in a commit message preceded by "See" or "See:" will not be transitioned to in-progress, but will still be referenced on the JIRA comments. This allows mentioning related tickets in a JIRA without automatically moving them to in-progress. Open questions: - Should the keyword be configurable? Fix keywords are not. - I followed the regex for Fix, but should See be more limited? - Only respect "See: ", not "See"? - Only respect at start-of-line?

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delete branch tanium/octobot

delete branch : rrc/ref-jira

delete time in 4 days

PR merged tanium/octobot

Don't transition tickets with "See" keyword.

JIRA refs in a commit message preceded by "See" or "See:" will not be transitioned to in-progress, but will still be referenced on the JIRA comments. This allows mentioning related tickets in a JIRA without automatically moving them to in-progress.

Open questions:

  • Should the keyword be configurable? Fix keywords are not.
  • I followed the regex for Fix, but should See be more limited?
    • Only respect "See: ", not "See"?
    • Only respect at start-of-line?
+26 -1

0 comment

2 changed files

rcorre

pr closed time in 4 days

issue commentgodotengine/godot-proposals

Reorganize the resource picker and add search

Another idea is to replace all the New X, New Y, ... menu items with a single New Resource menu item which opens the same filtering dialog that is opened when you select New Resource from the file explorer.

lentsius-bark

comment created time in 4 days

issue commentgodotengine/godot-proposals

Reorganize the resource picker and add search

When I export a resource without specifying which one, or when looking for a custom resource

Are you doing this because you can't specify a custom resource type in an export? I think https://github.com/godotengine/godot/pull/48201 is the appropriate solution. Huge dropdown lists are (IMHO) bad UI that we should seek to avoid rather than enable.

Now, I do think it would be nice to make QuickLoad easier to access regardless of the list size, as I use it frequently and I do find scrolling down the list a little tedious. Is there a reason accelerators aren't used much in the engine? I couldn't find any examples outside the GridMap editor and FileDialog, but I think a Q accelerator would work really well here.

Aside: accelerators in 4.0 only seem to focus the field, not activate (click) it. Is that a bug?

lentsius-bark

comment created time in 4 days

pull request commentraysan5/raylib

[models] Animations not updating transforms correctly

Thanks for the work on this! Unfortunately it still struggles with Mech.zip

https://user-images.githubusercontent.com/2496231/134333220-0321e921-caf6-4c9d-af02-25d97c92a8df.mp4

That's just a single mesh and armature

MrDiver

comment created time in 5 days

delete branch rcorre/raylib

delete branch : fix-build

delete time in 5 days

create barnchrcorre/raylib

branch : fix-build

created branch time in 5 days

PR opened raysan5/raylib

Fix use of undeclared variable in rmodels.

Broken by de173a93c86fbda92b7d93a5fc202e80d4a16f24.

+1 -1

0 comment

1 changed file

pr created time in 5 days

pull request commentraysan5/raylib

Use unsigned int for animation count.

Build failing for unrelated reason:

rmodels.c: In function ‘LoadImageFromCgltfImage’:
rmodels.c:4412:52: error: ‘size’ undeclared (first use in this function)
 4412 |         rimage = LoadImageFromMemory(".png", data, size);
rcorre

comment created time in 5 days

pull request commentraysan5/raylib

Use unsigned int for animation count.

@raysan5 done!

rcorre

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push eventrcorre/raylib

Ray

commit sha 8b3d054408c9d22e65870c67ae856005c24ed389

Minor reviews

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Ray

commit sha 99ab4d6cb8efe1dc8f6bfb2307da218ee485e6c3

WARNING: MODULES RENAMING!!! raylib modules have been slightly renamed to add some identity and note that they are independent modules that can be used as standalone separate parts of raylib if required. The renamed modules are: - `core` -> `rcore` - `shapes` -> `rshapes` - `textures` -> `rtextures` - `text` -> `rtext` - `models` -> `rmodels` - `camera` -> `rcamera` - `gestures` -> `rgestures` - `core` -> `rcore` All the build systems has been adapted to this change.

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Ray

commit sha 3caa15e69643e9e0c62433a262e21ec9a4253da6

Update webassembly.yml

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Ray

commit sha d8512084139a8518cb136e5916985225fd8ade94

Update linux.yml

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Ray

commit sha 23b827b66cb1f6dc04afa7ec1cc38018b0865408

Update macos.yml

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Conifer

commit sha b5f281bacd3b843045e84b23eff3de5a22133aae

Update BINDINGS.md (#2003) Update the link to new and better Swift binding to Raylib by STREGAsGate

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Ray

commit sha c1432386a5ddad1784a6cacaf1e8d5a96a5388b2

Update Makefile

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Ray

commit sha 37c047eabcb7a13b159ef0a995897cc46947ad17

Update rmodels.c

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Ray

commit sha de173a93c86fbda92b7d93a5fc202e80d4a16f24

Update rmodels.c

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Ryan Roden-Corrent

commit sha e94aa2c38cf3dd4c7147c3b3519ca5bab683ddad

Use unsigned int for animation count. LoadModelAnimations takes an `int` for the animation count parameter. The animation count should never be negative, so it makes sense to specify it as unsigned in the API. This matches the API for UnloadModelAnimations, which expects an unsigned int. Both GLTF and IQMM also store the animation count internally as unsigned, and we were casting to a signed int for no reason. GLTF actually uses `size_t` internally, so we're technically risking overflow, but having 2^32 animations seems unlikely.

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push time in 5 days

PR opened raysan5/raylib

Use unsigned int for animation count.

LoadModelAnimations takes an int for the animation count parameter. The animation count should never be negative, so it makes sense to specify it as unsigned in the API. This matches the API for UnloadModelAnimations, which expects an unsigned int. Both GLTF and IQMM also store the animation count internally as unsigned, and we were casting to a signed int for no reason.

GLTF actually uses size_t internally, so we're technically risking overflow, but having 2^32 animations seems unlikely.

+7 -7

0 comment

2 changed files

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create barnchrcorre/raylib

branch : unsigned-anim-count

created branch time in 5 days

pull request commentgodotengine/godot

Allow copying property path from inspector.

Pretty sure I still have the old 3.x branch around. I can work on a backport if we want one.

rcorre

comment created time in 5 days

issue commentScony/godot-gdscript-toolkit

gdformat collapses multiline-function call in chained function, exceeding line length

Thanks! Do you happen to know which Godot issues, so I can track them?

rcorre

comment created time in 7 days

delete branch rcorre/godot

delete branch : rcorre/better-load-dialog

delete time in 7 days

pull request commentgodotengine/godot

Use QuickOpen to load resources in the inspector.

Can you reverse the order of the options so that they make more sense semantically (quick before regular)?

Done

rcorre

comment created time in 7 days

push eventrcorre/godot

Ryan Roden-Corrent

commit sha 470b94fe22b83fb97bb5132a1e4855cd196c956d

Add QuickLoad option to resource picker. When clicking on a resource field in the inspector dock, you now have the "Quick Load" option in addition to "Load". This opens a QuickOpen dialog allowing the user to type in a phrase to quickly locate the desired resource (similar to "Quick Open Scene"). In my experience, this is much faster than clicking through the File Dialog. Relates to godotengine/godot-proposals#346.

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pull request commentgodotengine/godot

Use QuickOpen to load resources in the inspector.

In 4.0, I've found that the QuickOpen dialog does not automatically grab focus, which makes it much less useful (you still have to grab your mouse and mouse over it).

Hmm, it grabs focus for me. Can be a platform-specific problem due to dialogs being real windows now. But it is indeed out of scope here, if that's the case.

Ah, "single window" got unset for me somehow, and I use focus-follows-mouse in my window manager.

rcorre

comment created time in 8 days

issue openedScony/godot-gdscript-toolkit

gdformat collapses multiline-function call in chained function, exceeding line length

This file is formatted correctly:

extends Node


func _physics_process(delta: float):
	var move_target := Vector2(
		Input.get_action_strength("right") - Input.get_action_strength("left"),
		Input.get_action_strength("forward") - Input.get_action_strength("backward")
	)

Now add a method call on the end:

extends Node


func _physics_process(delta: float):
	var move_target := Vector2(
		Input.get_action_strength("right") - Input.get_action_strength("left"),
		Input.get_action_strength("forward") - Input.get_action_strength("backward")
	).rotated(20)

gdformat collapses it into one line, breaking the line length restriction:

extends Node


func _physics_process(delta: float):
	var move_target := Vector2(Input.get_action_strength("right") - Input.get_action_strength("left"), Input.get_action_strength("forward") - Input.get_action_strength("backward")).rotated(
		20
	)

created time in 8 days

push eventrcorre/godot

Ryan Roden-Corrent

commit sha 51642a483c28d62d115c80c5c09190b8d4441026

Add QuickLoad option to resource picker. When clicking on a resource field in the inspector dock, you now have the "Quick Load" option in addition to "Load". This opens a QuickOpen dialog allowing the user to type in a phrase to quickly locate the desired resource (similar to "Quick Open Scene"). In my experience, this is much faster than clicking through the File Dialog. Relates to godotengine/godot-proposals#346.

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pull request commentgodotengine/godot

Use QuickOpen to load resources in the inspector.

Thanks @pycbouh, I've updated it to 4.0 and made it a separate option from the regular load dialog. In 4.0, I've found that the QuickOpen dialog does not automatically grab focus, which makes it much less useful (you still have to grab your mouse and mouse over it). That happens in the "Quick Open Scene" dialog as well though, so I don't think it is a problem with this PR.

rcorre

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push eventrcorre/godot

Aaron Franke

commit sha 78d33a6e24a3977fc3a2c66808d7cbdddd3add11

Use doubles for time in animation code

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Aaron Franke

commit sha 84f720966c74d5b37f70e21867e9e3e6a1e44c36

Use doubles for time in many other places

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PouleyKetchoupp

commit sha 5650c83e4b7f669066685a9f5526d7ec56e9b43d

Fix applied rotation from moving platforms in move_and_slide When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations.

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Rémi Verschelde

commit sha 7bcfc66fb4253fb121008809e4e81c5b704776b7

Merge pull request #51294 from aaronfranke/double-time

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Rémi Verschelde

commit sha 2de5d2361ac39e61c610d6fc0f161a1237ae2815

Merge pull request #51446 from nekomatata/fix-moving-platform-rotation Fix applied rotation from moving platforms in move_and_slide

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Julien Nguyen

commit sha 51b7179b5ad9f513ea978b6c8914a57b1841d2e2

Fix infinite loop when creating a newly inherited GdScript file

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George Marques

commit sha ee6e05ee68afc7841848382fbd538fdf7369b214

Rename GDNative call error enum values to use GDNATIVE prefix To make sure it does not clash with other libraries.

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Rémi Verschelde

commit sha c68b109f270a2bf1c42c3f083b53e7bc26dadfd6

Merge pull request #51453 from Blackiris/fix-new-inherited-script Fix infinite loop when creating a newly inherited GDScript file

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Aaron Franke

commit sha 430ad75963a0e6837ef460e78fb99565714b4418

Some work on double support

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Nathan Franke

commit sha b57b8453b12c5c8755725c94f059ff4806f53bfe

Follow-Up Add SNames to get theme icon

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Rémi Verschelde

commit sha f3ddc14d3829ed09d6eab81811bcfb1314626ddf

Merge pull request #51454 from nathanfranke/follow-up-snames Follow-Up Add SNames to get theme icon

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SaracenOne

commit sha 861bb3a48890e7c46310f47ce19eaa8578bbc566

Automatically call the _init function on base class if one does not exist.

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clayjohn

commit sha fa962ff27dd0e4249bc882b432fe70d69c4dab2c

Make Blinn and Phong specular modes PBR

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PouleyKetchoupp

commit sha ec9fed69f4676e42e677c551423cd5f5c8f13100

Fix 3D moving platform logic Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com>

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SaracenOne

commit sha d00c151db1ce7cba4f87e387ecccb4ef7362c0cb

Assign embedded text resource path earlier to prevent error on embedded scripts.

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hpnrep6

commit sha 0eca908e8610d7eb71b8200d9e9df83bae6f3e49

Enclose unused components in DISABLE_DEPRECATED

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Rémi Verschelde

commit sha 536950f9f35f48633c6c2c57ae2473bb906221d2

Merge pull request #21922 from aaronfranke/double Some work on double-precision support

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Yuri Roubinsky

commit sha 59c137a99b4473efe3231af5adcce8988905bd79

Fix incorrect border width of antialiased lines

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Rémi Verschelde

commit sha d56da233c4a3a0ed83ae74c6a5674bb0673650e1

Merge pull request #51463 from SaracenOne/assign_path_fix Assign embedded text resource path earlier to prevent error on embedded scripts

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Rémi Verschelde

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Merge pull request #51430 from mhilbrunner/windows-files

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pull request commentempyreanx/godot-state-sync-demo

Port demo to Godot 3.

I was using the master branch. I'll try it against one of the release branches

Yep, that makes sense. master is 4.0 now

rcorre

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