Simple desktop issue tracker and to-do list, written in C# Windows Forms.
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Updated
May 13, 2019 - C#
Simple desktop issue tracker and to-do list, written in C# Windows Forms.
Blazor Issue/Bug tracker with Web Api
A desktop app designed to interact with https://issues.unrealengine.com/
This is a small tool for give a simple overview of bugs assigned to anyone (or team) in the source control system and show all their status, severity.
An Open source Agile project management software
BocchiTracker is a bug reporting tool that allows you to report issues to various services.
WorkItem Management Framework
[Avoidable] [Won't Fix] Modifying the `velocity` property through `AnimationStream` does not take effect as expect when using hunamoid animation.
A custom designed .NET Core application with Postgres database. The application is a multi tenant application designed to track issue tickets' progress. Implemented with identity and user roles, Tickets are maintained in projects which are maintained by users in the role of Project Manager. Each project has a team and team members.
[Avoidable] [Won't Fix] When the effective weight of AnimationScriptPlayable is not 1, the PropertyStreamHandle within it does not take effect.
[By Design] Modifying the "GravityWeight" curve using `PropertyStreamHandle` does not actually affect the gravity being applied to the character.
[Fixed] When the `AnimationScriptPlayable` (asp) is output to an `AnimationLayerMixerPlayable` (_layerMixer) and the `singleLayerOptimization` parameter is set to false when creating the _layerMixer, modifying the alpha in the asp job (refer to the code in the "ModifyBoneTest.cs") does not take effect.
Bug reporter for Unity which automagically creates a new issue on Github with a screenshot of the current situation in the game, as well as a description provided by the player.
[Avoidable][Won'tFix] When the PlayableGraph is in Manual update mode and playing, changing its update mode to non-Manual will not cause the PlayableGraph to continue running.
[Avoidable] [Won't Fix] The effect of changing the time on RootMotion isn't eliminated when calling SetTime method twice on an AnimationClipPlayable.
[Won't Fix] When `animator.applyRootMotion` is set to `false`, calling `animator.BindStreamTransform(animator.transform)` can cause the character's transform to become abnormal.
[Avoidable] [Won't Fix] Paused Playable starts playing when a GameObject's visible state is changed and Animator::SyncPlayStateToCulling() is called.
[Avoidable] [Won't Fix] `ProcessRootMotion` and `ProcessAnimation` methods of the AnimationJob will not be executed if the `AnimationScriptPlayable` is output to a `ScriptPlayable` and it’s not the first(at index 0) input of the `ScriptPlayable`.
[Avoidable] [Won't Fix] GameObject does not stop moving when being moved by an `AnimationClipPlayable` and the `AnimationClipPlayable` is paused.
[Fixed] According to Unity's Script Reference, "The frameId is incremented by `1` for every call to Playable.PrepareFrame." However, when manually evaluating a PlayableGraph, the frameId is incremented by `2` for every call to Playable.PrepareFrame.
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