- User Since
- Dec 23 2016, 12:04 AM (102 w, 4 d)
Sat, Nov 24
Assuming you the renames are correct and the proposed changes are made.
Accept if proposed changes are followed.
Thu, Nov 22
I think that is why we have FixedPoint number type in C++. (I guess it's mainly use in simulation)
Sun, Nov 18
Sat, Nov 17
Fri, Nov 16
Mon, Nov 12
Sun, Nov 11
Nov 10 2018
Besides the comments: Looks good.
Could reproduce and fixes. 👍
Fix the inconsistency noticed by elexis for the Enable/Disable button, the website button and the arrows.
Why did you abandon?
I think nothing speaks against allowing right and left click.
The proposed renames in the patch description sound sane. 👍
The added descriptions are also good. (Besides the comments I gave)
Oct 29 2018
Sep 24 2018
Sure but wouldn't it be better to just open the terms window when the user clicks the enable feedback button without reading the terms instead of disabling the button?
The current way seems to be a bit counterintuitive.
Good job. 👍
Is it intended, that the Enable Feedback button is first greyed out and the user has to click on technical details and then on connect to enable the user report?
Sep 14 2018
I didn't forget this diff, but as I understand our current state, only things that are needed for the rerelease or that are game-breaking are committed.
Sep 4 2018
Sep 1 2018
Aug 28 2018
I think Itms has the best overview about our CI and such things.
Jul 3 2018
So when I commit a bug and call it "commit a bug", it's not broken because it does what it claims to?
Why do we have the concern feature if we don't use it to keep a list of things that should be fixed that are related to a known commit?
Jun 21 2018
Ubuntu 16.04.4 LTS 64-Bit
gcc version 5.4.0 20160609
using premake5 ✔
Jun 18 2018
Jun 11 2018
Cause of the "registered too many accounts within one hour" message not shown anymore.
Jun 10 2018
Jun 3 2018
Looks good code-wise.
Played a game and also worked.
Couldn't reproduce the OOS, so couldn't test that.
So do I get a "yes" for the approach?
May 31 2018
May 29 2018
May 27 2018
Looks good, tested.
(Couldn't test a malformed report, as that would have broken the game for all A23 players)
May 26 2018
May 23 2018
wanna add that minimal lobby.js diff, so that we don't call Engine.GetEngineInfo() number_of_lobby_games times per guiTick?
(else looks good)
Maybe nicer approach fro creating the map, by using a macro
May 22 2018
Just quickly scanned the diff and tried it out. Seems to be nice.
Shouldn't we also do cycling for the other autocomplete words?
Tested it in the lobby today.
Only I as host had the patch applied.
At start while loading 3 people lost connection and I got Net server: Error running FSM update (type=25 state=4) (That is NMT_END_COMMAND_BATCH and NSS_PREGAME).
But after the the remaining players finished loading, all could at least rejoin successfully.
In German we say: "der klügere gibt nach" ;)
(No offense in direction of elexis intended)
That could work 👍
Hmm, that's a point..
A third weaker argument is that new pages don't have it cached, we need to go through all GUI pages to check it for completeness.
I agree. I proposed a patch in P121.
What speaks against this approach for the release?
It is global.
It needs no maintenance.
It changes only simple things, so probability of breaking is quite low.
Of course this does not cache C++ invocations of Engine.GetEngineInfo(), but those aren't called that often.
Could we just do a small and quick fix (common js only cache) for A23 and think about the approptiate fix for A24 after the rerelease?
May 21 2018
This breaks the version check.
The use of SetLongTimeout is correct and complete. (i.e. all functions leading to a loading screen set the long timeout and all functions leading out of the loading into the game revert the timeout)
Wondered about the 0s in enet_peer_timeout(peer, 0, 0, 0); but after reading the documentation (http://enet.bespin.org/group__peer.html#gac48f35cdd39a89318a7b4fc19920b21b) it seems correct.
Looks nice, will give a closer look tomorrow.
Why not caching it on init?
I cannot reproduce any lobbylag on windows. All above was doen using Ubuntu.
May 20 2018
May 18 2018
May 15 2018
What about that: enemy units give some resistance against pushing, but if they get pushed hard enough they also go away. (Not sure if that is easy to implement)
May 14 2018
Also add the location if entity has vanished. Still containing a button texture and not using the correct textWidth. Both will be fixed as soon as D844 is done.
oops, that was the wrong tab xD
Fix works and is complete.
Was broken since implementation in rP13944
Really using the hotkey was forgotten...