-
## Expected behavior ##
Calculating center positions like the center of mass in a periodic cell should take the periodicity into account. An edge case to test are two particles at the boundaries of…
-
**Plugin version**
Get plugin version with /ver ItemSoulBind
1.6.2
**Spigot Version**
Get spigot version with /ver
Paper 1.20.4
**Plugins List**
If you are running other plugins, please provi…
-
We should implement fringing. Some formalism and a standalone simulation are [here](https://confluence.slac.stanford.edu/pages/viewpage.action?pageId=215845587).
The place to put this into the se…
-
```
What steps will reproduce the problem?
1. create a particle effect that has a transparency on its particles...
What is the expected output? What do you see instead?
I'm having a problem with my …
-
In rough order of what I see to be (perceived) easiest to implement/should be implemented first:
- The chevrons on all gates are far too wide relative to their height. This happened sometime after the…
-
The HUD still uses the default graphics and I suggest to improve it.
I suggest to use custom images for the hotbar and maybe the crosshair, too (don't forget `object_crosshair.png`).
The letter …
-
https://i.imgur.com/dU3SxkB.jpg
Hitting L and It's pushing me in the direction of the arrow (correctly), however the animation should be going the other direction, this is the same for all axes. (t…
-
Based on a user question, I was looking at recent changes to the results for the [`tree_2_m_49_pc.fds`](https://github.com/firemodels/fds/blob/master/Validation/NIST_Douglas_Firs/FDS_Input_Files/tree_…
-
```
As title suggests, when hitting walls etc, car could take visual damage.
For instance, it's very easy to change glass normal map (to make it look broken)
Other aspects, like loose parts of chass…
-
### What you were trying to do
- Normal CoreGameplay template, and tried to use the RailGun item (the higher impact variant). I am not sure if this happens due to intensive block destruction calc…