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Entity physics
Implement entity physics: gravity and collisions with blocks.
The basic algorithm for Minecraft entity physics is, each tick, to:
- Add velocity to position.
- For each axis (X/Y/Z) individually, check for collisions between the entity's bounding box and blocks. If there are any, clamp the entity's position to the edge of the block. There are some useful details on collision detection [here
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May 26, 2022
While testing another PR, I found that mu pipeline logs command displays information from the pipelines, but also shows this error:
$ mu pipeline logs
[... normal, expected output ...]
func1 ▶ ERROR ResourceNotFoundException: The specified log group does not exist.
status code: 400, request id: f7260741-7f69-4772-b4cc-7c6a9c22d264This error does not occur with the `-f
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Godex's SCsub access of env_ecs["float"] is triggering a build error for me. I see bulletphysics does that same check, but idk that I'm using bullet or that it's building. Idk why this is happening.
Is this a project or my local godot configuration issue?
Here's my output:
> Executing task in folder code: scons -j5 platform=x11 use_llvm=yes use_lld=yes <
scons: Reading SConscript
What would you like to be added:
- Expand the width of the dialog to display the Piped configuration.
- Display Piped configuration with YAML syntax highlight.
- If the Piped configuration has not yet been loaded, make the corresponding list item disabled.
- others?
Why is this needed:
To improve UX w
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overview
Today, the
RequestRecorderrecords service RPC calls. If those take less than< 0ms, the recorder marks them as0ms.proposal
Make the
RequestRecorderreport theelapsedtime for service calls that take less than< 0msas decimal values, instead of 0.notes
testing
If you take this on, I'd kindly advise to start in a TDD fashion. Write a test