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Qbieshay

PROFILE

Qbieshay

Ilaria Cislaghi contributed to the godotengine/godot repository by enhancing the reliability and usability of particle systems and visual shaders. Over four months, she delivered a new deterministic randomness approach for particles using C++ and GDScript, replacing unreliable seed methods and improving reproducibility. She fixed multiple bugs, including emission state resets in one-shot mode and bent normal map misalignment in the Visual Shader pipeline, ensuring stable rendering and predictable particle behavior. Her work included targeted documentation updates and editor safeguards, reducing integration errors and debugging time. These contributions demonstrated depth in graphics programming, shader development, and game engine architecture.

Overall Statistics

Feature vs Bugs

25%Features

Repository Contributions

6Total
Bugs
3
Commits
6
Features
1
Lines of code
167
Activity Months4

Your Network

373 people

Shared Repositories

373
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Work History

July 2025

1 Commits

Jul 1, 2025

Month: 2025-07 — Focused on stabilizing the Visual Shader pipeline in godotengine/godot by delivering a targeted fix to bent normal map handling. Key accomplishments included: - Key feature delivered: Visual Shader Bent Normal Map Port Alignment Fix (commit 657dc82fe403c594a5f93f55dab3b5bc826b6f71), ensuring bent normal output is correctly positioned within the Visual Shader node and preventing shader breakage. - Major bug fixed: Reorganized the visual shader output ports so the bent normal output sits at the bottom, eliminating breakages and ensuring correct processing in the shader pipeline. - Overall impact: Improves stability and correctness of bent normal rendering, reduces downstream shader issues, and enhances reliability for artists and developers working with bent normals. - Technologies/skills demonstrated: Visual Shader graph architecture, port mapping and reordering, shader pipeline hygiene, targeted code changes, and clear Git commit messaging.

June 2025

1 Commits

Jun 1, 2025

June 2025 monthly summary for the Godot project focused on stabilizing the Particle System Emission State in one-shot mode across 2D and 3D contexts, delivering a fix that prevents particle properties from resetting when the emitting state is toggled. This improvement enhances reliability and user experience for game developers relying on predictable particle behavior.

February 2025

2 Commits

Feb 1, 2025

February 2025: Focused on stabilizing the particle system seed management in godotengine/godot to improve realism, reproducibility, and editor clarity. Implemented critical bug fixes to seed randomness and per-emission variability across 2D/3D particles, with safeguards in the editor to prevent unintended seed edits when fixed seeds are not used. This work reduces debugging time, improves visuals, and strengthens the engine's determinism for testing and asset pipelines.

January 2025

2 Commits • 1 Features

Jan 1, 2025

January 2025 monthly summary for godotengine/godot: Delivered reliability and usability improvements to the particle system, with a focus on deterministic randomness and improved developer documentation. The work reduces runtime variability in particle effects, fixes a key randomness regression, and enhances API clarity for particles_request_process_time, enabling faster and more predictable integration across projects.

Activity

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Quality Metrics

Correctness100.0%
Maintainability90.0%
Architecture90.0%
Performance90.0%
AI Usage20.0%

Skills & Technologies

Programming Languages

C++GDScript

Technical Skills

2D graphics3D graphicsC++GDScriptdocumentationgame developmentgraphics programmingparticle systemsshader programming

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

godotengine/godot

Jan 2025 Jul 2025
4 Months active

Languages Used

C++GDScript

Technical Skills

2D graphics3D graphicsC++GDScriptdocumentationgame development