Careful if you make a new file, you need to tell Transifex to pull it.
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Yesterday
Wed, Apr 24
Only because you await it no? If you didn't it would not block therefore the method itself is async? Or am I missing something
Tue, Apr 23
If you return a promise then it is ?
How about PushGuiPageAsync ? Else popguipage but not sure that works.
Mon, Apr 22
By the way, do not forget to test translations.
Sun, Apr 21
Thu, Apr 18
Looks like Windows CI does not like it.
Fri, Apr 12
Ah makes sense.
Wed, Apr 10
Any reason the renderer and the postproc manager would have different sizes ?
Tue, Apr 9
Probably related https://github.com/0ad/0ad/pull/44
Mon, Apr 8
Mar 27 2024
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
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
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.
Dumb question, but doesn't that make the code slower?
Mar 22 2024
Mar 19 2024
Just curious, why bother with cmake? Wouldn't a posix shell script do the same?
Mar 18 2024
Mar 7 2024
Did the API break?
Mar 6 2024
@phosit is there a convention for floats : 1.0f, 1.f, 1f ?
Feb 23 2024
Feb 21 2024
Feb 20 2024
So what happens here exactly when it cannot find the shader file?
Feb 19 2024
A better solution indeed would be to profile :)
Feb 17 2024
The issue is that so far we don't have a reliable way to detect Vulkan support, as the detection itself can crash the game on some AMD GPUs. :)
That's my point. We don't have graceful stuff here and as long as it's not 60% stable we can't force users to use it :)
Maybe. Although errors do that, CTDs not really. The last five times I ran SVN it crashed because of Vulkan + Mod combo so I eventually gave up and went back to GL. Also worth noting Atlas doesn't support Vulkan and I guess @trompetin17 will not finish his patch to get rid of Atlas any time soon.
@sera if you do that you can't run the dev build without building shaders first... Which is really a pain
Feb 15 2024
If you haven't already, I would read this wiki page https://trac.wildfiregames.com/wiki/Coding_Conventions This will save some time for the review by @vladislavbelov Unfortunately we don't have Clang format or an equivalent, so we have to enforce the coding style manually. Obvious things I see from a quick glance are braces that aren't on new lines, nested ifs instead of early returns etc.
Kib probably needs an include.
Feb 13 2024
Feb 12 2024
Feb 11 2024
In D5214#222984, @marder wrote:This doesn't catch _all_ the cases where var (or let) could be replaced, but at least I'm reasonably sure that it doesn't break anything as is.
So if no one disagrees, I would push this during the next weeks.
Feb 10 2024
How about using ProjectionType from source/graphics
/Camera.h ?
Feb 9 2024
Feb 8 2024
Jan 21 2024
Other than having proper tests for it and the notes don't think so.
Jan 19 2024
That's fair. :)
Jan 18 2024
Do you need it to be rectangular ?
Jan 17 2024
Would be funny to shoot all targets, but with a ratio of arrows depending on preference. Probably needs some good UI.
Jan 16 2024
Oh right my bad. So it's picking a list of like 20 targets, shoots as many arrows as possible on the favourite one until it goes missing (could be dead or out of range) then moves on to the next one.
In D4964#222612, @real_tabasco_sauce wrote:actually hold on:
Case 4:
If you miss 12 and 45. at the end of the loop you do
targetIndex === 1;
targets.splice(0, targetIndex + 1); returns [12, 24] 12 is removed 24 is removed too but 45 is not (bad)This is an impossible scenario tho. The only way 45 could be missed is if 24 was missed, since we are shooting them in order.
so splice(0, targetIndex) is fine after all.
Jan 13 2024
I suppose the left part could go away, and the right be used since it's the same flipped and longer. Maybe we can cram other things in that texture?
Jan 12 2024
If this is accepted, don't forget to delete the other files on the way out :)
Jan 11 2024
Also I don't like pushing elements in a loop. In your case i'd do something like this:
Jan 9 2024
Jan 8 2024
Cleaned workspaces so macos build can run. It was broken after spidermonkey patch.
They are not matching naming conventions though should be _0X
Jan 7 2024
Just to clarify @Lopess made the statue :) If it needs to be optimized that's another issue. I just made the pedestals for the CC and added the prop points.
Jan 6 2024
Jan 5 2024
Jan 1 2024
Dec 31 2023
Concerns there are fixed, new concerns are on the fix ^^
Concern fixed by reverting the commit.
Fixed as well.
Should be fixed now :)
You forgot to change https://trac.wildfiregames.com/browser/ps/trunk/libraries/source/fcollada/build.sh
Dec 26 2023
Dec 18 2023
Dec 17 2023
Dec 8 2023
Dec 7 2023
The problem is that buildings don't have animations.
Dec 6 2023
Hey, don't forget to upload patches with context and to set the repository, else the autobuild will never be triggered.
Nov 28 2023
In case that helps recipient is also a word you can use.
Nov 26 2023
In C# those would be 'sinks' there would be two file logger sinks with different levels of filter TRACE DEBUG INFO WARN ERROR FATAL and each sink would be responsible for how and what they should print.
Nov 22 2023
Related D4979
Nov 12 2023
Should test exceptions in Atlas (which are already buggy) possibly some flags like -dumpSchema and archiveBuilder to make sure everything is still logged.
Oct 30 2023
I just created an account for them. For most pipelines, clicking the jenkins link that appears when the build fails or succeeds gives you access the pipeline.
Oct 13 2023
There are some options https://milkv.io/ but I don't know which one was used.