Results 1104 comments of Anders Jenbo

looks like a reasonable fix, i actually found something similar the other day. If attack a barral next to Lachdanan and then click him before the animation is over you...

Co incidentally an issue with the render order of the original game caused this to be most hidden from the player as all sprites would effectively result in the following...

There are tow options for doing this. 1: Make the sprite type that uses SDL_Surface rather then CEL, on loading of the affected sprites covert the cel to an SDL_Surface...

@glebm what if we make sure to enable RLE compression for the SDL surfaces https://wiki.libsdl.org/SDL_SetSurfaceRLE ? I would think that should bring there size very close to that of CEL....

> If this is “fixed” can it be optional as the original shadows are perhaps part of the charm for some people? The original cut them because of overdraw, so...

I'm wondering if this should be behind a flag, or set to a specific log level like [SDL_LogVerbose](https://wiki.libsdl.org/SDL_LogVerbose)

This looks to be more about logging to an external place which #3722 doesn't deal with :)

I think that would be possible, for context here is the dokumentation: https://laravel.com/docs/10.x/vite#loading-your-scripts-and-styles

https://gitlab.xiph.org/xiph/opus-tools/-/issues/2317

I guess the header for unordered_map isn't explicitly included in that test and Clang is expecting it. Considering that you are building for release I'm guessing you don't actually care...