Accepted: Better Skeleton Merge with Robust Skin Weight Transfer
|
|
Proposed: Template
|
|
Proposed: Improve the Godot Ecosystem
|
|
Proposed: Godot Engine as Wasm Importer
|
|
Proposed: Draft WebRTC Relay Test
|
|
Draft: shadermotion to BVH
|
|
Draft: View the worlds and interact with people in VR without being in VR via a Discord Inward Portal
|
|
Draft: Notify community members and users about activity and updates via a Discord bot
|
|
Accepted: Wasm Cache Incident Report
|
|
Rejected: VR Game with 80 Players and One World Server
|
|
Proposed: Can I use V-Sekai for 3d assets & 3d extensions?
|
|
Proposed: Launching the mvsqlite rdbms server
|
|
Proposed: Stress Testing Godot Engine’s Networking System
|
|
Proposed: Process the glTF2 input file and return it as is
|
|
Proposed: Enable Windows 11 Installation on Older Computers
|
|
Proposed: Workflows for 3D Model Conversion
|
|
Proposed: Stuck / Recharge Cycle
|
|
Proposed: ChatGPT-4 Based Proposal Prompt System
|
|
Accepted: Prioritizing Valve Controllers Over Meta Quest 3 Controllers
|
|
Accepted: Building a Metaverse with Glue Mechanic in V-Sekai
|
|
Proposed: Town Courier
|
|
Proposed: Implementing a 3D Previewer for GLTF with XMP Metadata
|
|
Proposed: Train quad-based Meshgpt within constraints
|
|
Proposed: Calling Open Source LLM with Aria
|
|
Proposed: Implementing a 3D Multiplayer Movement System with Parented Objects and Inventory Management
|
|
Rejected: Binding GDExtension to a C-like Language for Libgodot to Implement a Distributed Simulation
|
|
Proposed: Use Bundlex for Binding GDExtension to Elixir for Libgodot to Implement a Distributed Simulation
|
|
Proposed: Implementing Elixir Data Models for Memory, Local, Bulk, and Global Storage
|
|
Rejected: RabbitMQ RA vs SQLite on FoundationDB vs CockroachDB
|
|
Accepted: “Sunny Park” Test Case for 3D Tile Sync
|
|
Accepted: Focusing on PCVR vs Android Build vs Web Build
|
|
Proposed: Web-Based Exploration of V-Sekai
|
|
Proposed: Provide a V-Sekai Starter Kit
|
|
Proposed: Material Shader Graphic Shirt with Sharp Edges
|
|
Proposed: VRC and VRM compatibility
|
|
Accepted: k8s on harvester hci
|
|
Proposed: Hyperv windows Harvester Test
|
|
Proposed: Integrating Helm for Kubernetes Runner Installation with S3 Cache
|
|
Proposed: CI/CD Setup with Docker and Other Platforms
|
|
Proposed: Installing Helm Chart from a Git Repository using Rancher
|
|
Proposed: V-Sekai Setup as a Ready-to-Go Kit
|
|
Proposed: Teaching Large Language Models (LLMs) with Goal-Task Planners
|
|
Proposed: “Cafe Serenade” - A VR Dating Sim Experience
|
|
Proposed: for 3d Asset Schema Design and Database Backend Selection
|
|
Proposed: Synchronizing Blender and FDB-SQLite for Proxy Movement
|
|
Proposed: V-Sekai Implementation Using SLC Framework
|
|
Proposed: Real-Time Motion Capture and Animation Synchronization
|
|
Proposed: Implement Ra in V-Sekai
|
|
Proposed: V-Sekai Game Launcher
|
|
Proposed VRM mtoon in Substance Designer
|
|
Accepted: VRM Acronym Correction
|
|
Proposed: Blender to Godot API Conversion
|
|
Proposed: for using workloads to emulate the usage patterns
|
|
Proposed: Adoption of Intended Effort Versioning (EffVer) in V-Sekai
|
|
Proposed: Implementation of Essential Tuple Normalization Form (ETNF) for relational databases (rdbms, sql)
|
|
Proposed: Comprehensive Documentation for V-Sekai
|
|
Proposed: Container2Wasm Integration in V-Sekai
|
|
Proposed: Enhancing Avatar Expressiveness with AI-Generated Blend Shapes
|
|
Proposed: Urban Navigator: The City Unveiled
|
|
Proposed: Macos cicd setup.
|
|
Proposed: Elixir Livebook on Fedora 39
|
|
Proposed: Installing Tailscale on Linux Fedora 39
|
|
Proposed: Easy Diffusion AI Setup on Linux Systems
|
|
Proposed: Advanced VR Armature System for V-Sekai
|
|
Proposed: Provide Pivot Painting Resources
|
|
Proposed: Camera matching with fSpy.
|
|
Draft: Fit Clothing on Humans Without Tearing
|
|
Proposed: Magical Girls College Manager Simulator
|
|
Proposed: 1 Meter Cubed 128 Quantized
|
|
Deprecated: Valid configuration of Spatiallabs and Openxr
|
|
Proposed: Choosing a terminal emulator for Windows
|
|
Proposed: Byobu terminal multiplexer
|
|
Proposed: V-Sekai: Gateways to Virtual Worlds
|
|
Proposed: Use the “Punchline Reports” Method
|
|
Proposed: Blue Green new shadows for new avatars
|
|
Proposed: Hardsurface vs Organic
|
|
Proposed: Mesh Transformer Expressive Facial Features
|
|
Proposed: Mesh Transformer Clothing
|
|
Proposed: MaterialX try two.
|
|
Proposed: Automating Game Testing Process Using Appium 2
|
|
Proposed: Appium Testing for Windows 11
|
|
Proposed: Triangle Meshes Inferencing with MeshRWKV
|
|
Draft: Initial Training of the MeshRWVK Model
|
|
Draft: GraphSAGE Embedding Algorithm Explanation
|
|
Proposed: Seamless Integration of XR Tracking in Godot Engine
|
|
Proposed: Headless Launcher Backend with Elixir and Server-Side CockroachDB
|
|
Accepted: Benchmarking Network Performance for Scalable Multiplayer in Godot
|
|
Accepted: V-Sekai 2023-11-26 Report
|
|
Superseded: V-Sekai 2023-11-25 Report
|
|
Proposed: Upload Creative Commons FBX Test Files for Enhanced LOD Optimization in V-Sekai
|
|
Proposed: Enhancing VR Book Reading through SVG Optimization
|
|
Proposed: Defining the List of Godot Types in Elixir Godot Parsers
|
|
Proposed: Validator Service for V-Sekai
|
|
Proposed: Effective V-Sekai project archival strategy
|
|
Proposed: Evaluate AYON pipeline platform on hosted cloud services
|
|
Accepted: V-Sekai dependencies
|
|
Proposed: Efficient Training of LLMs in V-Sekai
|
|
Accepted: Overcoming the Blender T-Pose Limitation with Documentation
|
|
Proposed: Enhancing V-Sekai x Godot Engine x AYON for a Superior Workflow
|
|
Proposed: Streamlining Game Development with AI-Based Aria’s Guidance
|
|
Proposed: Character Customization Discord Bot PoC for V-Sekai
|
|
Proposed: Creation of an ‘Ask V-Sekai’ Chatbot Using Vercel, OpenAI, and Neon PostgreSQL
|
|
Proposed: PostgreSQL bytea Storage Optimization for V-Sekai’s Edge CDN
|
|
Proposed: “Freedom is in a future that you did not have in the past” - A Game Development Philosophy from NieR:Automata
|
|
Proposed: Development of a Community Polling Discord Bot Using Vercel and Neon PostgreSQL
|
|
Proposed: Adopting Neon for a More Manageable Backend at V-Sekai
|
|
Proposed: Adopting Neon’s Bottomless Storage with S3-Compatible Object Store for Edge CDN Data Management
|
|
Proposed: Enhancing V-Sekai Through Effective Documentation
|
|
Proposed: Ansible Server Provisioning
|
|
Proposed: PDF to SVG Conversion for VR Books
|
|
Rejected: Merge Scene Tool for Godot Editor with FlatBuffer-based JSON Serialization
|
|
Accepted: Write List of Github Pull Requests for Review
|
|
Proposed: DreamCraft3D - A Hierarchical 3D Content Generation Method
|
|
Proposed: Drawing Concept to Blockout
|
|
Proposed: Build a Cozy Apartment in VR for V-Sekai
|
|
Proposed: Solve Blender versions by locking LTS versions on Blender (3.6)
|
|
Proposed: Implementing Advanced Training Simulators in V-Sekai
|
|
Proposed: Enhancing Task-Specific Model Performance through Fine-Tuning with Axolotl
|
|
Proposed: Navigating New Horizons: A Proposal for Expanding Exploration in V-Sekai
|
|
Proposed: Llama CPP AI Model NPC
|
|
Proposed: Valve VR Ecosystem with Quest 3
|
|
Proposed: Streamlining V-Sekai Performance
|
|
Proposed: Use embedding search with Godot Engine projects
|
|
Proposed: Challenges that need to be addressed in V-Sekai
|
|
Proposed: Address Screen Resolution Compatibility Issues
|
|
Proposed: Improving xr grid with new enhancements
|
|
Draft: XPR in Elixir
|
|
Proposed: Implementing Semantic Versioning for Alpha Releases in V-Sekai
|
|
Draft: Can Poly Green Coords extend to 3d?
|
|
Draft: Translation/Transcription Badge with GGML’s Whisper
|
|
Rejected: Enabling VRM to Blender Conversion with Cloud GPUs and replicate.com
|
|
Accepted: Enhancing Map Uploads
|
|
Accepted: Fix menus in-game
|
|
Proposed: Expanding Worlds
|
|
Proposed: Improving VR Experience
|
|
Proposed: Integrating Backend Services
|
|
Proposed: OMIFest 2023 - The Call
|
|
Accepted: Use opensubdiv for level of detail
|
|
Proposed: Developing a Unified Model for Speech-to-Facial Shape Generation Using Outlines 〰 Library
|
|
Proposed: Following Tracks: Enhancing VR Train Station Simulation in V-Sekai using Godot Engine
|
|
Rejected: Rewriting Mixer Broadcaster Into Membrane Framework Pipelines
|
|
Proposed: Transitioning to Membrane Framework Pipelines with JSON-RPC Blender Runner
|
|
Proposed: Update V-Sekai game engine procedure
|
|
Proposed: Procedure to unmerge and then merge solves a V-Sekai source code broken tree
|
|
Proposed: Configuring GoCD Agents in V-Sekai
|
|
Proposed: Constrain the entire Godot Humanoid Skeleton
|
|
Accepted: Punchline based reports
|
|
Proposed: V-Sekai Navigation Compatibility with VR
|
|
Proposed: Sonic Symphony: Crafting Melodies with Machine Intelligence
|
|
Proposed: Dokku for V-Sekai URO Backend Services Hosting and Development
|
|
Accepted: Git Subrepo Addon Management
|
|
Accepted: Completing VRM 1.0 Support and Publishing to Godot Engine Asset Library
|
|
Proposed: Port Godot Jolt from GDExtension to C++ Module
|
|
Proposed: Social RPG World Proposal
|
|
Proposed: Solve Renik directly rather than through many bone ik
|
|
Proposed: Enhancing the Many Bone IK Configuration
|
|
Proposed: Game simulation server sidekick process
|
|
Proposed: Enhancing Avatar Creation Process in V-Sekai Advanced
|
|
Proposed: Enhancing Avatar Creation Process in V-Sekai Regular
|
|
Proposed: V-Sekai Feature Enhancement Proposal
|
|
Accepted: V-Sekai Meeting - Friday, June 30, 2023
|
|
Proposed: Ship Godot Engine VRM1 to solve portable humanoid avatars
|
|
Accepted: V-Sekai Roadmap and Goals 2023-06-24
|
|
Proposed: Implementing Feedback Delay Networks for Enhanced Audio Reverb Simulation in V-Sekai
|
|
Proposed: Large language model t5 generating xstate json reliabily for digital beings
|
|
Proposed: A Potential Solution for V-Sekai’s Identifier Assignment Challenge
|
|
Rejected: V-Sekai Database Solution for 50,000 Concurrent Online Users
|
|
Proposed: Networked Procedural Generation as a Sidecar to the Godot Engine Server
|
|
Accepted: V-Sekai Roadmap and Goals 2023-06-18
|
|
Proposed: V-Sekai Bone Hierarchy Conversion
|
|
Proposed: Increase variety and quality with generated animation trees
|
|
Proposed: Wasm in V-Sekai Proposal
|
|
Superseded: V-Sekai Roadmap and Goals 2023-06-08
|
|
Superseded: V-Sekai Roadmap and Goals 2023-06-02
|
|
Proposed: Pmx module integration
|
|
Proposed: Capturing accurate body movements with limited tracker placement
|
|
Proposed: Propose a solution to improve V-Sekai contributors’ design skills for navigating 3D environments
|
|
Proposed: Build a Single-Instance MacOS Editor for the iPad
|
|
Superseded: V-Sekai Roadmap and Goals 2023-05-19
|
|
Proposed: Efficiently managing and synchronizing game data with a server sidecar
|
|
Proposed: Implement server-side content validation export followed by a sanitization service and CDN support
|
|
Proposed: Generating Random Text Data for testing V-Sekai systems
|
|
Proposed: Handling access to session based game data
|
|
Draft: Finding ways to attract users, developers, and creators sustaining V-Sekai
|
|
Proposed: Create a 12x12 meter 3D demo map with 2-meter-high obstacles and walls
|
|
Proposed: Convert IK solvers to be using the AnimationTree
|
|
Draft: Improve V-Sekai marketing
|
|
Rejected: Defeating your fictional enemies in their blood
|
|
Proposed: Improving Jitter-Buffer Implementation for Voice Chat in V-Sekai Projects
|
|
Superseded: V-Sekai Roadmap and Goals 2023-05-19
|
|
Proposed: Add VRM portable avatars and OMI_personality to the GLTF Transform tool
|
|
Superseded: V-Sekai Roadmap and Goals 2023-05-16
|
|
Accepted: Aquarium Nightclub Booth for Virtual Market Exhibition
|
|
Rejected: Additional 3D Import Functionality
|
|
Draft: Exchange data between Godot Engine and WASM using handles
|
|
Draft: Convert segmented front facing 3D Garment images to novel 3d views for 3d modeling
|
|
Rejected: Using Deno to handle the conversion of GLB files to Godot Engine packed scenes
|
|
Rejected: Distributed simulation
|
|
Draft: Describe a avatar publishing workflow for portability
|
|
Superseded: Solve V-Sekai limitations using ChatGPT-4 AI completion.
|
|
Proposed: VR design application for V-Sekai
|
|
Proposed: Enhancing Cross-Platform Compatibility and User Experience for V-Sekai VR Social Players
|
|
Proposed: Solve a V-Sekai naming convention limitation.
|
|
Proposed: Automated avatar garment rigging
|
|
Accepted: Adding IREE to Godot Engine for Image Superresolution
|
|
Superseded: V-Sekai Roadmap and Goals 2023-04-20
|
|
Proposed: Improve the collaboration process and attract more contributors to work on the project
|
|
Accepted: Challenges in managing and synchronizing multiple assets and libraries across different git repositories
|
|
Rejected: Package Godot for pkgin
|
|
Proposed: Capturing accurate body movements with limited tracker placement
|
|
Proposed: Use godot rgbaf textures to store integers
|
|
Proposed: Procedurally create variations for our props, environments and avatars
|
|
Proposed: Hit a collaborate button to load up into V-Sekai
|
|
Proposed: Provide v-sekai-game in a launcher to make it easier to use v-sekai
|
|
Proposed: Use junit xml based tests in github
|
|
Proposed: Don’t merge incomplete work.
|
|
Superseded: Creating a Godot Engine C++ module with IREE backend for machine learning computations using Vulkan and CUDA
|
|
Accepted: Meet at GDC SF 2023
|
|
Accepted: Default test plan for testing V-Sekai engine upgrades.
|
|
Proposed: Adopt best practices for product development
|
|
Proposed: Without visualization, we cannot easily compare the interpolation states
|
|
Proposed: Provide user generated scripting with libsql and wasm
|
|
Proposed: Have two groups move towards each other battle demo
|
|
Proposed: Provide metadata to pre-check if maps and avatars are compatible to load
|
|
Proposed: Possible futures
|
|
Proposed: Grow the community with a reactive Discord bot.
|
|
Proposed: Create an in-game tablet interface we can activate
|
|
Proposed: Cover 80% to 95% of the player base.
|
|
Proposed: Use Easy Charts for observability
|
|
Proposed: Recording demo checklist
|
|
Proposed: Ready net demo
|
|
Proposed: Publish Godot VRM for Godot 4 for production use
|
|
Proposed: Provide user generated scripting using WasGO
|
|
Proposed: No traversal loading screen
|
|
Proposed: Better Godot Engine integration with Blender with gltf extensions
|
|
Proposed: Face helmet capture
|
|
Proposed: Add WMF for windows media playback
|
|
Accepted: Bolster creating the metaverse
|
|
Accepted: How to start a EXPERIMENTAL environment for sqlite and elixir?
|
|
Accepted: Separate walking controller from RenIK for ManyBoneIK
|
|
Proposed: Powershell autocomplete uses right arrow
|
|
Proposed: Tools helpful for creating Avatars and Worlds
|
|
Proposed: Prepare godot-vrm for asset library publishing
|
|
Proposed: Port RENIK to Many Bone IK for better quality
|
|
Proposed: Move fast without breaking things for V-Sekai
|
|
Proposed: Debug Linux Export
|
|
Proposed: Target 10 minutes cicd builds to improve our iterations
|
|
Rejected: Blocking direct push to MAIN to avoid build breakage
|
|
Draft: Simulate larger 3d multiplayer worlds using “brickworlds partition layout”
|
|
Proposed: Make it easier to propose and file bugs by simplifying the templates
|
|
Proposed: Replicate sync 100’000 entities using a solution (Revision 1)
|
|
Proposed: Networking with 100000 Entities and Ownership (Revision 2)
|
|
Proposed: Replicate sync 100’000 entities using Godot Engine, mvsqlite and Foundationdb
|
|
Proposed: To remember how to update the engine and game write a procedure
|
|
Rejected: Use view replication algorithm for multiplayer multirelay sync
|
|
Draft: Networking Overhaul
|
|
Proposed: Unidot is optional
|
|
Proposed: Rename master to godot3 and main to godot4
|
|
Proposed: We have too many branches on V-Sekai/godot.
|
|
Proposed: Extended asset library packages in addition to the upstream asset library
|
|
Proposed: Provide pdf reading
|
|
Proposed: Make a market booth creation tutorial.
|
|
Proposed: Simulate cloth on characters
|
|
Proposed: Bake alembic imports by running blender script.
|
|
Proposed: Connect Mediapipe to Blender
|
|
Proposed: Host a baserow application for internal use.
|
|
Accepted: To avoid git submodule but recreate the gocd pipelines
|
|
Proposed: Lightweight quality avatars
|
|
Rejected: To create a deployment kit use truescale to host gocd agents for cicd.
|
|
Accepted: How to start a development environment for cockroach and elixir?
|
|
Proposed: Profile using perf
|
|
Proposed: Merge retargeting feature into Godot Engine master
|
|
Proposed: Use specular vec3 from gltf to show multicoloured metals
|
|
Proposed: To protect the minimum spec maintain steam deck version of flatmode V-Sekai
|
|
Draft: To provide an asset library prototype use baserow
|
|
Accepted: Planning V-Sekai Version 3 on 2022-02-28
|
|
Superseded: Planning V-Sekai Version 2 on 2022-02-24
|
|
Rejected: Storing raw VSK_map files via DVC to avoid limitations
|
|
Accepted: Rank skeleton #bone names with catboost
|
|
Accepted: Rank skeleton #bone names with xgboost
|
|
Accepted: Rank skeleton #bone names with transformer4rec
|
|
Superseded: Planning V-Sekai on 2022-02-21 Superseded
|
|
Accepted: To create omi chan rig a #256FES
|
|
Proposed: To deploy backend services like Uro safely use a defined process
|
|
Accepted: To make a virtual pet game given Jeana’s designs
|
|
Proposed: Log change notifications using DiscordChatExporter
|
|
Accepted: Allow cicd to pass by fixing spatial audio branch
|
|
Draft: To have a default set of motions on a 3d character by creating a default animation set
|
|
Accepted: Interoperability between platforms using gltf extensions
|
|
Rejected: To allow independent deployment run our own infrastructure
|
|
Accepted: To have an alternative CICD use Github Actions.
|
|
Proposed: Make a desktop version of Uro for ease of development.
|
|
Accepted: To record decisions write a proposal.
|
|
Proposal: Optimize cicd for costs because it’s limited
|
|
Accepted: To make it easier to upload V-Sekai maps and Avatars use Godot Engine 4 script templates.
|
|
Accepted: Convert gltf to a scene with AudioStreamPlayer3D, convert AudiostreamPlayer3D to gltf and expose usability.
|
|
Proposal: Change transform by CRDT.
|
|
Proposal: Bake blend shapes to skeletons for performance
|
|
Proposal: Stream a character from a webcam to the vmc protocol
|
|
Accepted: Run meetings using Lean Coffee
|
|
Rejected: Network the Ubisoft Mixer server
|
|
Accepted: Create an open metaverse by working on V-Sekai
|
|
Rejected: Create Steamdeck hardware proxy by installing Fedora Silverblue and #steam
|
|
Rejected: Create Steamdeck hardware proxy by installing Fedora Kinoite and #steam
|
|
Accepted: For Godot Engine changes use a decision flowchart
|
|
Accepted: Create an upstream pull request for all non-V-Sekai related patches
|
|
Accepted: Avoid avatar breaking by following quality checklist
|
|
Accepted: Create a Godot Engine asset store service on elixir and on sqlite.
|
|
Accepted: Stabilize Godot Engine updates by delaying to 2 week cycles
|
|
Proposed: Allow Godot Asset Library browser to use alternative sources
|
|
Proposed: Learn how to scale V-Sekai using bots and multipliers
|
|
Rejected: File or attestation for virtual worlds using ssh signatures
|
|
Accepted: Degrade V-Sekai’s networking model to work in 2d and with webrtc.
|
|
Draft: Create a VRM character by experimenting with written workflows.
|
|
Proposed: Polish demo of V-Sekai by making invisible meshes appear via the use of the exporter.
|
|
Proposed: Integrate with blender
|
|
Draft: Preview #materialx materials on the Web in Godot Engine
|
|
Draft: Use single player WebXR in Godot Engine to prototype CASSIE.
|
|
Accepted: Take a list of 3D points that form a vaguely closed boundary in space and triangulate in Godot Engine
|
|
Rejected: Iterate faster on WasGo prototype by using Godot 3.4
|
|
Rejected: Have an WebXR version of V-Sekai that is more accessible
|
|
Draft: Research mesh tooling with nglod
|
|
Draft: Research mesh tooling with kaolin
|
|
Draft: Use a standard reference platform called VFX Reference platform
|
|
Accepted: VOIP
|
|
Draft: VMD on VRM AnimationTree Node
|
|
Draft: Verification tools
|
|
Accepted: Use our custom fullbody IK
|
|
Proposed: Rank skeleton bone names by using BPR
|
|
Proposed: Update URO for Godot 4
|
|
Proposed: Tire model car sim
|
|
Accepted: ThorVG
|
|
Proposed: Take a streaming godot game and streaming the VRM to OpenSoundControl
|
|
Proposed: Stream shader motion
|
|
Proposed: Standard backup procedures
|
|
Proposed: To provide a performance and portable script use WasGo
|
|
Proposed: Run the maintenance scripts from Windows in Unix mode with msys2
|
|
Superseded: Play preprocessed #animation on any VRM model
|
|
Proposed: Plausible npc behavior
|
|
Proposed: Phase out groups in the branding to make it more recognizable
|
|
Rejected: OpenVR for Godot Engine
|
|
Proposed: Membrane Framework streaming Mixer
|
|
Proposed: Meeting area
|
|
Proposed: Make a place to record
|
|
Accepted: Keep a changelog
|
|
Proposed: How to make a V-Sekai/godot update?
|
|
Proposed: Have wires in 3d
|
|
Proposed: Have better user developer experience
|
|
Proposed: Godot Database viewer for proposals
|
|
Proposed: glTF - importer should bind animation players to the closest root node
|
|
Proposed: Face motion tracking requires standard shapes
|
|
Proposed: Extract proposals into proposals
|
|
Proposed: Export / Import testing via robot-framework and swiftshader
|
|
Proposed: Create a demo viewer gallery
|
|
Proposed: Construct the virtual #world
|
|
Proposed: Client and Mast
|
|
Proposed: CICD Export V-Sekai
|
|
Proposed: Character workshop
|
|
Proposed: Benchmark #animation playback
|
|
Proposed: Bake blend shape to skeleton animation
|
|
Proposed: Bake a #materialx into a custom Godot StandardMaterial3D
|
|
Proposed: ARC radial menu
|
|
Proposed: 1000 player servers
|
|
Proposed: We want to proxy udp datagrams at production quality of service.
|
|
Proposed: Want to use the same cluster for the same web and native.
|
|
Proposed: Summon #friend and acquaintances via presence to the current world.
|
|
Proposed: Use materialx for asset interchange
|
|
Proposed: Use KVM to test our AMD APU test computer via Barrier.
|
|
Proposed: Test Google Mediapipe
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Proposed: Solve Mocap By Connecting Mediapipe to Blender
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Proposed: Improve Meshing Results by Subdivision in Godot Engine
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Proposed: Create SOP for VRM #creation
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Proposed: Create a standard procedure from adding spring bones to VRM models.
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Proposed: Music is important to human experience and should be bridged to XR
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Proposed: Spoke to V-Sekai
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Proposed: Soiree party mode
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Proposed: OMI Glb Portable Content
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Proposed: Neural Blend Shape Rigging
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Proposed: Import Minecraft worlds to Godot Engine
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Proposed: Minimum Specification V-Sekai Hardware
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Accepted: OIT in Godot Engine
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Proposed: GLB data in a Movie
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Proposed: Membrane Framework to Process Game Workflows
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Proposed: Godot Engine implementation of disconnected IPFS
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Proposed: Spreadsheet Animation Preview
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Proposed: Portable #world Content
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Proposed: Material Addon Blender
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Proposed: Describe a Godot Engine pr verification workflow
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Proposed: Transfer animation by baking reset
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Proposed: Convert #shadermotion to be played in Godot Engine
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Proposed: Convert FBX and glTF2 to VRM via flow-avatar-asset-pipeline
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Proposed: Store presentation and book content via Lottie
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Proposed: Performance profile the game with AMDuProf
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Proposed: Trial install of Gravity for Kubernetes
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Proposed: Simplify Meshes and LODs better with Quads
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Proposed: Retarget VRM Motion Blender Workflow
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Proposed: Distribute trusted clients with notary
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Accepted: Complete glTF2 / VRM import and export pipeline in Godot Engine
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Accepted: Support more flexible texture import via Basis Universal in Godot Engine
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Accepted: Use Markdown Architectural Decision Records
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Superseded: Use Log4brains to manage the ADRs
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Proposed: Add build notifications
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Accepted: Adding Entity Networking to Groups
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Accepted: Manage backend resources on one or more physical machines with K3S
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