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<p>Give homeserver admins the ability to restrict who can register an account by requiring users to submit a token during registration. See <a href="https://calcuode.com/matrix-gsoc/" target="_blank">https://calcuode.com/matrix-gsoc/</a> for more details.</p>
<p>Adding modularity to the Visual Scripting system for adding in-visualscript programmable submodules/nodes that can be used across the same or multiple projects with ease to allow for better code sharing and allow for a community to start to develop around the visual scripting system by not forcing them to rely on GDScript poweress to be able to extend the Visual Scripting system.</p>
<p>Integrated script editor in Godot lacks features found in editors like VS Code, Sublime, Emacs, etc. These editors are also more popular among developers and therefore are better to switch for usability. However, to implement core functionalities such as - Diagnosis, Registering custom symbols, jump to definition, etc a Language Server structure has to be adopted. For example, the client (say vs code) will communicate the godot language server to give desired result.</p> <p>Microsoft's Language Server Protocol (LSP) is flexible and powerful to implement these functionalities. It also supports many editors - VS Code, Atom, Sublime, etc. Hence, instead of writing complete extensions for each editor (client) using LSP servers can be reused while the client which is an editor extension has to be only re-written.</p>
ColorPicker has RGB, HSV and Raw mode, but they never were properly separated, resulting in messy code. With OKHSL mode going to be added soon that adds even more messy code. The aim of this project is to make code in ColorPicker refactored and cleaned up to make multiple color modes more maintainable and easier to add, also to update the UX of ColorPicker.
<p>Dendrite is a matrix server built in GO.<br> It's known that our state of the art Synapse is reaching it's limits in terms of performance.<br> Dendrite is an effort to provide fast, scalable and efficient alternative.<br> Although very promising, dendrite has a long way to go before it's ready to handle matrix's rooms.<br> This project is an effort to push dendrite towards feature completion.</p> <h4>Goals</h4> <p>Go over the current state of federation in dendrite and fill in the missing APIs.<br> Improve the reliability and stability of several components, while freeing them of known issues.<br> Add commonly used but missing functionalities.</p>
<p>This project aims to add a right sidebar to the minimal Hydrogen matrix client that shows :</p> <ul> <li>Room Information</li> <li>Memberlist</li> <li>Member Information </li> </ul> <p>In addition, this project also aims to implement SSO login.</p> <p><a href="https://matrix-org.github.io/gsoc/#/projects?project=hydrogen&lang=en" target="_blank">Link to Matrix gsoc page</a></p>
<p>To help users to collaborate and use version control tools easily, Godot 3.2 introduced the version control system. The initial project to integrate VCS (Version Control System) into Godot was created in GSoC 2019 by ironicallySerious. It had been an excellent initial effort. However, there are still many things to improve. This project aims to improve the compatibility, usability and reliability of the VC system in godot and godot-git-plugin.</p>
This project aims to update the implementation of VoIP support to concur to the latest Matrix spec changes, and add features to the nheko client which adhere to the protocols. A final long term goal would be to incorporate every new feature available under the protocol, which will clearly last outside the project period
<p>I've been personally using Riot and Matrix daily for months at this point and have seen many issues thrown around in the development rooms between the core developers. I have made it my task to alleviate some of these, Analytics for one, the devs have been driving blind as far as how people use the app so providing fully anonymous analytics is very important. Discoverability is currently another issue, Riot is a completely frontend application so spidering it is near-impossible, this can be solved through making a read-only server generated view for spiders to work on. Time permitted I will also touch on making a slightly more involved bridging library and look forward until federation stabilises so that I can make an S-S bridge (no HS needed)</p>
<p>The project aims at implementing support for pseudo-localization in Godot. Pseudo-localization is an important tool for internationalization. It offers the developers a way to check if the project is internationalized properly without actually translating the project. For example, the <a href="https://en.wikipedia.org/wiki/Pseudolocalization" target="_blank">wikipedia article</a> on pseudo-localization gives an example on how pseudo-localization would translate <code>Account Settings</code> to <code>[!!! Àççôûñţ Šéţţîñĝš !!!]</code>. Thus, Pseudo-localization involves replacing all characters in localizable strings by some special characters along with adding some constant padding to check whether the UI is robust enough to handle changes due to change in locales.</p>
<p>Feature completion for the Client/Server API, Sync Server, Room Server, and Federation component, plus various fixes and improvements to Dendrite and its related projects.</p>
The project kazv is a project that I really like, and I'm going to submit this poposal to address the meta issue proposed by the authors of kazv to add handling of media files to kazv. I'll go over my plans for each period and what I can contribute to matrix.org.
This project aims to implement a debug draw mode for texel density of lightmaps and enhance the GPU Lightmapper by adding support for soft shadows and multi-image atlases.
<p>The goal of this project is to improve internationalization (i18n) support in Godot. In particular, we wish to make the localization process simpler for users, and also enhance the existing system to support more features. Work includes:</p> <ul> <li>Building in-house tools in the editor to generate translation template (POT) files and smoothen some of the localization process for users.</li> <li>Adding extra functionalities to existing i18n system such as plurals support, context support and translators' comments generation.</li> </ul>
<p>My goal is to rewrite the current lightmapper used in Godot in order to add some quality improvements and eventually allow it to use the GPU to speed up baking times.</p> <p>I will explore what ray tracing libraries are openly available and choose the most fitting one. Finally, I will integrate a denoising algorithm to achieve better looking results with a reduced amount of samples.</p>
<p>Deformation is one of the most ubiquitous and recognizable physical phenomena: trees swaying in the breeze, a bouncing ball, someone poking the Pillsbury doughboy. This familiar behavior can make all the difference to an immersive gaming experience. Simulating this behavior in real-time often falls within the domain of soft-body dynamics, for which Godot provides support in 3D.</p> <p>After discussion with developers in the Godot community, I have decided to focus my attention on two specific, feasible tasks that would improve soft-body dynamics in Godot:</p> <ol> <li><a href="https://github.com/godotengine/godot/issues/36693" target="_blank">[Issue #36693]</a> Enable area detection and the application of custom gravity for soft bodies</li> <li><a href="https://github.com/godotengine/godot-proposals/issues/2591" target="_blank">[Proposal #2591]</a> Enable the application of wind-like forces to soft bodies</li> </ol> <p>These two tasks are interrelated in that they both focus on the application of forces (body and external) to soft bodies, and I hope that their completion will illuminate a more general pattern by which this is best accomplished for future soft body improvements.</p>
<p>Syslog-ng is a famous log management software with content-based filtering, rich filtering capabilities, flexible configuration options, TCP transport and many other features. The project aims to implement a automated release generation tool for the Syslog-ng project considering the current release requirements of the project.</p>
<p>My project is to implement a complete micro blogging system on top of Matrix. With the available infrastructure, I can build a web client for Matrix designed specifically for this.</p>
Work on the fluffychat and matrix dart sdk calling functionality and make it stable for everyday use. Along with this the UI of the call screens will also be updated and calling should work in background and terminated states of the app as well.
<p>Godot has support for video playback through VideoPlayer API, which while useful, is constrained to using one of the two supported formats (Theora or Webm) This project aims at using GDNative to add external library support to Godot for supporting multiple codecs without causing bloat and unnecessary size increase. This will be done by releasing a set of official external modules that the user can add to the project as per their requirement.</p>
<p>Syslog-ng is a system logging application available for a wide range of operating systems. It is capable of sending, filtering, parsing, rewriting and forwarding logs to various destinations. It runs as a daemon process on systems and configured via files.</p> <p>The projects goal is to extend its functionality by making it able to run offline as a command line tool reading incoming logs from stdin, transforming the input the usual way and forwarding it to stdout.</p>
<p>I am applying to work on Ruma's automated checks issue <a href="https://github.com/ruma/ruma/issues/221" target="_blank">https://github.com/ruma/ruma/issues/221</a> to build a special-purpose tool to check code style rules and formatting specific to Ruma. I will use <code>rust-analyzer</code>'s <a href="https://github.com/rust-analyzer/rust-analyzer/tree/master/crates/syntax" target="_blank">syntax</a> crate to parse Rust files into a typed AST that is checked against rules. I plan to use this AST to be able to format code inside macros since this is a big part of Ruma. I have started a proof of concept tool <a href="https://github.com/DevinR528/ruma-check" target="_blank">ruma-check</a> that I will complete during GSoC.</p>
<p>The goal of this project is to develop a tool which will allow to visualise the events Directed Acyclic Graph data structure which describes the conversation history in a room. It will be a real-time visualisation of the DAG of a given Matrix room, as seen from the perspective of one or more HomeServers (HSes).</p> <p>This tool will be useful for debugging or administration of Matrix HSes by making people able to easily see how the federation process works.</p>
<p>This project is about extending Ruma's API coverage. The final goal for this project is to have a more complete coverage of the Matrix spec, along with implementation of two recent MSCs in Ruma.</p> <p>The three main milestones for the project are the following:</p> <ol> <li>finishing <a href="https://github.com/ruma/ruma/milestone/3" target="_blank">identity-service-api</a></li> <li>implementing <a href="https://github.com/ruma/ruma/issues/479" target="_blank">MSC2403 (Add "knock" feature)</a></li> <li>implementing <a href="https://github.com/ruma/ruma/issues/478" target="_blank">MSC1946 (Secure Secret Storage and Sharing)</a></li> </ol> <p>However, other tasks are part of the project schedule. These are of a smaller scale, but aim to help me get more familiar with the code base, or just generally improve Ruma.</p>