Aciz

Results 132 issues of Aciz

The vote UI is supposed to display the keybinds to use to vote yes/no on a vote, but I accidentally removed this when implementing RTV and combining the spectator/non-spectator code...

Bug
Priority: Normal

Since the mod can now run at `sv_fps 125`, there's a possibility that we could reintroduce `g_synchronousClients` support. This (to my understanding, I need to research this a bit more)...

Feature
Priority: High

The current methods for drawing panel button menus (e.g. fireteam menu, rtv menu) are extremely clunky to use with C++ objects, we should add an interface class that functions better...

Enhancement
Priority: Low

Currently adding/editing/deleting custom votes gives anyone with the access to the commands to modify every list on the server. This is pretty restrictive as you need to be careful with...

Enhancement
Priority: Normal

There should be a button in the menu to display the server info, similar to the one in server browser. Not 100% sure where to place it in the UI...

Enhancement
Priority: Normal

Server-spawned railboxes (via `EV_RAILTRAIL` temp entity) are constantly spawned each server frame, which fills up local entity array really quickly. We should not spawn another entity until the previous one...

Bug
Priority: Normal

At this point it is very pointless and basically just increases the pk3 size for no reason. Since the whole issue with 64-bit syscalls was resolved last year, there's very...

Build System
Priority: Low
Cleanup

When the time comes to move to C++20, MSVC will switch on `/permissive-` by default. I don't intend to manually enable it after that, so we should ensure that there...

Question
Build System
Priority: Low

It is already possible to modify worldspawn keys by loading the map with external entity file (`maps/mapname.ent`) using ET: Legacy or ETe. I've been hesitant to add this possibility because...

Enhancement
Priority: Normal

There are two main issues: * Deleting a `target_spawn_relay` entity does not invalidate the pointer to the spawn relay entity in the `spawnRelayEntities` struct, which causes a crash. * Deleting...

Bug
Priority: Normal