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```
would it be possible to add the following keys to the info_player_start entity?
1. light (light value that radiates from the player and follows him everywhere.)
2. color
3. style (light styles th…
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### Current Behavior
Currently, the CSS code present in `src\sections\Projects\Project-grid\projectGrid.style.js` has the following issues:
1. It is extremely messy and is difficult to modify wi…
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A non-exhaustive list of SSZ implementations. Not officially endorsed, but maintained by client teams and other members of the ethereum community. **Comment** in this issue if you like to add/update a…
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### Godot version
4.1.2 stable mono
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.15.1123) - Intel(R) Core(TM) i7-9700K…
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There's a lot of things I have intended for some time to move into lighting profiles. In the interest of keeping these from being forgotten, I'll list them out here.
- [ ] Brightpass threshold and …
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I have an idea for a new item : The Advanced TARDIS decorator (or some new functions to add to the actual Decorator). Here's a list of sympathic and not-so-useful features :
-Possibility to use Van…
C7007 updated
7 years ago
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**Describe the problem you have/What new integration you would like**
Make output's max_power and light's gamma_correct templatable
**Please describe your use case for this integration and a…
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Would be really cool if an option was added so you could add tags like "#actionsofstamina:heavy_weapon" to all heavy weapons, and then "#actionsofstamina:light_weapons" to all light weapons, and then …
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As I'm looking into #4196, one thing I notice is that the following settings exist on both `viewer.scene.skyAtmosphere` (for the sky) and `viewer.scene.globe` (for ground and fog for terrain):
* `a…
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@anxcon has suggested a very interesting concept in #95 about failure rates being influenced by the environmental conditions. We should look into that.
I hope @NathanKell doesn't mind if I ping him i…