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Apr 2 2024
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Mar 29 2024
See also #6905 for a build failure of sm91 on macOS 14 w. XCode 15 that will also prevent building sm102 on such systems as well.
Mar 28 2024
In rP27996#61951, @phosit wrote:How does this relate to #305?
How does this relate to #305?
Mar 27 2024
In D5254#223622, @Stan wrote:
Dunno, could be a glitchy UI in some cases, the menu being available in SP while it shouldn't (or showing the wrong text) or for observers / defeated players which would be weird or could cause side effects
In D4770#223608, @Stan wrote:Well, can you break it? (Corrupted savegames, forged ones, spamming buttons, accessing it from somewhere you shouldn't) ? Possible bugs with AIs, rejoin check etc
In D5195#223604, @Stan wrote:Well I would assume this changes the generated assembly which could be for the worst compared to macros. But I suppose it could / should be profiled.
Well, can you break it? (Corrupted savegames, forged ones, spamming buttons, accessing it from somewhere you shouldn't) ? Possible bugs with AIs, rejoin check etc
Fine by me. :)
Mar 26 2024
Well I would assume this changes the generated assembly which could be for the worst compared to macros. But I suppose it could / should be profiled.
Can somebody take another look. pls.
@Freagarach are you ok with this wording?
Use std::any_of
In D5195#223594, @Stan wrote:Dumb question, but doesn't that make the code slower?
Dumb question, but doesn't that make the code slower?
I need to use multiple GPU drivers, so how can I use the OpenGL ARB backend without errors? enneagram test
Mar 25 2024
Copyright year
/ If MESSAGECONTENT would be longer another message would be sent.
CheckSizes(server.queues, 0, 1, 1, 0);
" void CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
Action** = nullptr */, void* pContext /*
{
m_Transitions.insert Transition{{pAction, pContext}, nextState}});
}
Mar 24 2024
Do we have an example template?
- fix typo
- use exceptions
- ignore some warnings from json_spirit
Mar 23 2024
In D5240#223558, @Boston_Brooks wrote:In D5240#223529, @phosit wrote:If you zoom out (much), toggle the view and rotate the actor. There are artifacts.
This is a hard problem, I don't know if the orthogonal projection is interfering with rendering of "texture cubes" and "sky managers" (in source/renderer/SkyManager.cpp), so the screen isn't being cleared before the next frame is drawn.
In D5240#223529, @phosit wrote:If you zoom out (much), toggle the view and rotate the actor. There are artifacts.
Mar 22 2024
I try:
" void CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
Action* pAction /* = nullptr */, void* pContext /* = nullptr*/ tiny games)
{
m_Transitions.insert({TransitionKey{state, eventType}, Transition{{pAction, pContext}, nextState}});
}
Mar 21 2024
Your article is a testament to your professionalism and extensive knowledge watermelon game of the subject. I'd like to hear your thoughts on this topic further.
Thank you so much for sharing them, they are so special personality test
Mar 20 2024
However clients have no idea which user issued which command which might be ok-ish or not, you don't need it for basic gameplay but per user stats are of reach for instance.
In D5222#223533, @sera wrote:Thinking a bit more about player spoofing, it probably is a bad idea in the first place and extending the command protocol to have both a "user" and "player" id would probably make implementing co-op play a lot cleaner. Sure it's not the intended scope of this patch ...
Thinking a bit more about player spoofing, it probably is a bad idea in the first place and extending the command protocol to have both a "user" and "player" id would probably make implementing co-op play a lot cleaner. Sure it's not the intended scope of this patch ...
Use json_spirit
If you zoom out (much), toggle the view and rotate the actor. There are artifacts.
Mar 19 2024
Just curious, why bother with cmake? Wouldn't a posix shell script do the same?
My last update didn't actually compile
Mar 18 2024
Mar 17 2024
Quick review
Mar 15 2024
Great post. Your article is a testament to your professionalism and extensive knowledge of the subject. I'd like to hear your thoughts on this topic tiny fishing further.
Mar 14 2024
In D5222#223496, @phosit wrote:In D5222#223495, @sera wrote:In D5222#223494, @phosit wrote:IMO The behavior of the server shouldn't dependent on the simulation's init-atributes. Instead the controller should explicitly control the server.
allowCheats is an init-attribute, at least that's my take.
Is that also the case if we call it allowPlayerSpoofing?
In D5222#223495, @sera wrote:In D5222#223494, @phosit wrote:IMO The behavior of the server shouldn't dependent on the simulation's init-atributes. Instead the controller should explicitly control the server.
allowCheats is an init-attribute, at least that's my take.
Is that also the case if we call it allowPlayerSpoofing?
In D5222#223494, @phosit wrote:IMO The behavior of the server shouldn't dependent on the simulation's init-atributes. Instead the controller should explicitly control the server.
IMO The behavior of the server shouldn't dependent on the simulation's init-atributes. Instead the controller should explicitly control the server.
Mar 13 2024
rebase
Move the realTimeSinceLastFrame calculation back in to Frame.
I wanted to let you know that I recently visited your blog and really enjoy reading heardle 80s your posts.
update with siege tower support for targeting
Fixed indentation
Reduced clipping RE phosit: The front of actor is cut-of.
Prefer default value to initialized value in AtlasViewActor
Mar 12 2024
+1 for the concerns I originally raised.