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A game engine based on Hazel

active 2023-09-012026-08-27 (UTC)

Complete coverage26,663 / 26,663 hourly files (100%) · 2 absent upstream2023-08-152026-08-29 (UTC)
Events
3K
Pushes
727
Pull requests
128
Issues
19
Stars
9
Forks
2

Activity over time

Daily event counts in the loaded window

Line chart, 1092 days from 2023-09-01 to 2026-08-27. Pushes: 727 total, peak 20 in a day. Pull requests: 128 total, peak 6 in a day. Issues: 19 total, peak 3 in a day. Comments: 1,546 total, peak 181 in a day. Stars: 9 total, peak 2 in a day.

  • Pushes
  • Pull requests
  • Issues
  • Comments
  • Stars

Stars, PRs, issues and forks are under-captured in the later part of this window. GH Archive progressively stopped capturing non-push events during 2026 — −95% or worse by the end of the window. Every series here except Pushes fades for that reason, so a decline above reflects the archive, not this repository. Pushes stay reliable throughout, so read them, and the contributor counts derived from them, as the real signal. Data health has the measurements.

Top contributors

Pushes, PRs, issues, reviews and comments — stars and forks excluded, so this is contribution rather than popularity

ContributorContributionsPushesPRsComments
coderabbitai[bot]1.4K101.3K
drsnuggles88597169620
Copilot1202689
sonarqubecloud[bot]710071
dependabot[bot]210201
github-advanced-security[bot]6004
sonarcloud[bot]1001

Recent activity

Latest issues, pull requests and releases

  • Pull request#964drsnuggles82026-08-26 13:32
  • Pull request#961drsnuggles82026-08-25 21:42
  • Issue comment#941drsnuggles82026-08-24 20:23
    feat(gameplay): Drift discovery loop — landing triggers, world-anchored marker, saved progress
  • Pull request#874drsnuggles82026-08-22 06:29
  • Issue comment#861coderabbitai[bot]2026-08-21 08:00
    Baked GI for static geometry: lightmap bake, path-traced probe volumes, runtime sampling (#439)
  • Issue comment#791drsnuggles82026-08-18 21:28
    Mesh cache round-trip drops embedded albedo textures — DeccerCubes textured variants fail on a warm cache
  • Pull request#819drsnuggles82026-08-16 22:50
  • Issue comment#755drsnuggles82026-08-07 18:53
    feat(rhi): Vulkan bring-up — device/instance/swapchain/sync, clears + presents (#691 Phase 4)
  • Pull request#756drsnuggles82026-08-07 18:37
  • Issue comment#691drsnuggles82026-08-07 18:22
    RHI: add a Vulkan backend alongside OpenGL 4.6 — latest point release only, heap-bindless (no legacy descriptor path)
  • Issue#753drsnuggles82026-08-07 06:21
    Flaky test: SemaphoreTest.TryAcquireForWithTimeout fails ~1 in 3 runs in isolation
  • Issue comment#740coderabbitai[bot]2026-08-03 00:48
    feat(rhi): heap-bindless rehearsal on OpenGL — Phase 3 (#691)
  • Pull request#696drsnuggles82026-07-30 11:37
  • Issue comment#687coderabbitai[bot]2026-07-29 06:19
    feat(mcp): close the four open #607 capability gaps
  • Issue#635drsnuggles82026-07-16 20:46
    Gameplay: RPG character progression — XP/leveling, stats, skill trees, classes
  • Pull request#658drsnuggles82026-07-16 20:46
  • Pull request#637drsnuggles82026-07-11 19:13
  • Issue comment#627drsnuggles82026-07-11 14:21
    Tests: ShaderHarness never enumerates .comp compute shaders — no headless compile/UBO-drift coverage
  • Issue comment#618coderabbitai[bot]2026-07-10 21:22
    fix(nav): report partial paths as terminal + validate bake bounds
  • Issue comment#452drsnuggles82026-07-09 10:50
    Architecture: deterministic fixed-timestep simulation loop + seeded RNG (unlocks the existing rollback netcode)
  • Issue comment#576drsnuggles82026-07-09 10:50
    Gameplay scheduler: extend parallel coverage (worker set growth, particle split, render-queue routing, free-running tick DAG, enforced typed access)
  • Issue#545coderabbitai[bot]2026-07-04 08:06
    Tooling: ComponentSerializerCoverageTest forward check only scans Components.h -> forgotten non-trivial subsystem-header component escapes the data-loss guard
  • Issue#547coderabbitai[bot]2026-07-04 08:06
    RenderGraph: attachment-view Writes don't extend parent framebuffer transient lifetime (Read-side does) - latent transient-alias hazard
  • Issue#523drsnuggles82026-07-03 07:44
    Physics3D: contact-constraint overflow at ~10k bodies makes objects tunnel through static geometry; JoltScene ignores PhysicsSettings limits
  • Issue comment#508coderabbitai[bot]2026-07-01 16:58
    Add offline texture compression support with BC7 and BC5 formats

Totals cover only the window loaded into ClickHouse and count events, not GitHub's lifetime totals — 9 stars here means stars gained during the window, not the repo's star count.