eoineoineoin
eoineoineoin
Some man page sections contain alphabetical characters (e.g. 3bsd, 3perl, 3ssl.) This fixes a bug where selection of such pages would not open any man page.
This indirectly fixes #632.
Some minor changes required to get building with current version.
I might be holding this wrong, but it looks like support for extensions is incomplete and documentation around extensions is lacking. There is an ExtensionFactory and IExtension interface exposed, and...
Draft of an extension which describes generic, non-renderable shapes suitable for collision detection. ## Known Implementations [Blender importer/exporter](https://github.com/eoineoineoin/glTF_Physics_Blender_Exporter) [Babylon.js importer](https://github.com/eoineoineoin/glTF_Physics_Babylon) [Godot importer](https://github.com/eoineoineoin/glTF_Physics_Godot_Importer) ## Sample Assets https://github.com/eoineoineoin/glTF_Physics/tree/master/samples
This adds support for specifying parameters useful for rigid body simulation. Has been discussed in the 3D Formats WG, with iterations/discussion previously existing here: https://github.com/eoineoineoin/glTF_Physics. There was a strong desire...
## About the PR Depends on https://github.com/space-wizards/RobustToolbox/pull/5078 Matrix3 multiplication was being performed in the wrong order. This PR contains the content changes required to keep math functioning. ## Why /...
## About the PR Fixes #17056, fixes #20995 and another similar bug. When the player's camera isn't aligned with the grid, attack animations are played with the wrong transform. Similarly,...
Matrix3 multiplication multiplies matrices in the wrong order: Matrix3.Multiply(in Matrix3 left, in Matrix3 right, out Matrix3 result) actually calculated result = (right)(left) Matrix3.operator *(in Matrix3 left, in Matrix3 right) actually...
**Is your feature request related to a problem? Please describe.** In the current implementation of the exporter, when a Blender mesh object is exported, the glTF `node` will always have...