Game engine
Game engines are software frameworks for game development. Game engines do the heavy lifting for developers so they can focus on other aspects of game development.
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See KhronosGroup/glTF#1691 for implementation spec.
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Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:
INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
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It would be nice to have an option to pass G and ctx into the redact option in a long form move. The undoable property already has this option, so it should be fairly easy to implement. So it would looke like...
B: {
move: (G, ctx, ...args) => {},
redact: true/false or (G, ctx) => {},
},For my particular use case, I have moves in my game that should normally show
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What could be improved
Based on this issue: flame-engine/flame#954, I noticed that we could also go for the same approach for the packages' unit/widget tests execution,
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- Starting with the Stride "Terrain" sample.
- Added a vehicle model fbx file.
- Used Add Physics asset / convex hull to create collider
- Used this collider with a rigid body, works fine.
- Tried to use this collider with a character component, and it crashes the program.
- Made a much simpler multi box collider for the vehicle (one rectangle and four cylinders).
- This simpler colli
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- Wikipedia
- Wikipedia
Godot version
3.5 Beta 5
System information
Windows 10
Issue description
Reloading the current project asks the user if they want to open the Project Manager, despite it having not much to do with the operation.

Clicking on "Yes" reloads th