SegsEngine icon indicating copy to clipboard operation
SegsEngine copied to clipboard

The engine that will become the basis for client/editor/server components.

Results 25 SegsEngine issues
Sort by recently updated
recently updated
newest added

Issues with the current scene representation Current scene representation ( original Godot implementation ) will not work for our use case * The city district maps are quite big and...

proposal

Right now we bundle only a very minimal subset of the class library, and mono SDK newer than the one we distribute with will cause problems with loading the class...

bug

This is caused by the fact the `.import` files being created have `valid=false` set in them, which causes `_test_for_reimport` to return true. We should have a somewhat saner way of...

enhancement

This will be a fun one 😨 Loads of functionality is currently based on registering mono's internal functions and c++-side marshaling, .net core wants things the other way ( c#...

C#

Right now the original Godot tests are not used/compiled, some brave soul could port those to QTest and re-enable them. We might want to skip/remove the basic container tests (...

c++
Qt

Right now the only global target defined by the cmake is the editor. Adding a new global target will not be problematic, but the number of variables that are set...

Just take a look at the following bit of logic from `HTTPRequest` class: ```cpp bool HTTPRequest::_handle_response(bool *ret_value) { if (!client->has_response()) { call_deferred("_request_done", RESULT_NO_RESPONSE, 0, PoolStringArray(), PoolByteArray()); *ret_value = true; return...

enhancement

There is quite a large amount of Godot engine extensions/modules/plugins that could be useful in our project. Your quest is to find them, bring them here ( a link posted...

help wanted
good first issue

Many classes return Dictionaries instead of more specific structs: ```cpp Dictionary PhysicsDirectSpaceState3D::_intersect_ray ... Dictionary d; d["position"] = inters.position; d["normal"] = inters.normal; d["collider_id"] = Variant::from(inters.collider_id); d["collider"] = Variant(inters.collider); d["shape"] = inters.shape;...

enhancement

It will be helpful when adding a new surface without looking up surface count before-hand.

enhancement
good first issue