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Dec 31 2021
Dec 30 2021
Seemed to work for me. I had an unrelated crash, probably ran out of memory (no logs) but couldn't reproduce after that.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fix note. Don't create structs for nothing.
Successful build - Chance fights ever on the side of the prudent.
The patch looks good to me.
In D3475#188182, @Stan wrote:My main concern was the GPU thing, but
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Keep keywords except: Realtime -> Real-Time, Mauryans -> Mauryas
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
My main concern was the GPU thing, but it's harmless enough and STK does it;
In D3475#188175, @Stan wrote:@nwtour: feel like commandeering this?
How it works
For this to work in the gnome3 (KDE did not study) - you must install a separate package https://packages.ubuntu.com/bionic/gnome/switcheroo-control
@nwtour: feel like commandeering this?
Nice addition!
list of files
Select a bunch of mods and install them in one go? (E.g. after system reinstallation.)
In D4410#188162, @Freagarach wrote:Can pyrogenesis cope with a list of files?
Can pyrogenesis cope with a list of files?
In D4404#188100, @smiley wrote:The commit introduced a hard dependency between these sets of components. Without the PQ, the ECS no longer makes sense either when the dependent components are included. Shouldn't such malformed entities trigger AddEntity errors and be not created in the first place. Isn't that the current handling of malformed templates? , tldr; has formal component dependency handling been considered? (if so, dependency injection into the constructor doesn't look too bad at first glance).
Yes, a formal dependency has been considered. However, for e.g. atlas/trigger units there doesn't need to be a PQ. That is mostly the interface, just like a lot of components need UnitAI for them to be able to be used. (I would even advocate having a single "entry point" for user orders to units. An EntityAI that handles _every_ order.)
Dec 29 2021
Upon further reading, there is lots of discussion about arch not handling wx-config quite right. This approach seems incorrect.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Possible warning fix.
The commit introduced a hard dependency between these sets of components. Without the PQ, the ECS no longer makes sense either when the dependent components are included. Shouldn't such malformed entities trigger AddEntity errors and be not created in the first place. Isn't that the current handling of malformed templates? , tldr; has formal component dependency handling been considered? (if so, dependency injection into the constructor doesn't look too bad at first glance).
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Updated summary screenshots with all the current changes.
newline, add more descriptive comment
Works fine on Windows :) @Angen you need to rebuild AtlasUI.
Works fine on GLES. Also fixed previews which is nice.
@Freagarach i need more specific help with that. Can't rhyme or reason with it.
trainer message is displayed once but research message is spammed the whole time, can it be unified?
I confirm that it works on my notebook HP Pavilion with Nvidea Geforce 960m and intel integrated graphics Intel® HD Graphics 530
processor Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz 2.59 GHz RAM 8GB
I can just confirm it is not breaking anything for having only nvidia gpu.
I did not notice difference.
Seems to work for me with no visible impact.
Dec 28 2021
You can add this to test_RangeManager.h (Feel free to add more test cases) The fact it returns range if the offset is zero seems odd.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
rename elevationBonus => yOrigin
Add constants for NEVER_IN_RANGE and ALWAYS_IN_RANGE ranges