G C

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Yeah, I had it working, but then something broke when I removed the debug code. Go figure.

That should mitigate the problem for now, though I think the color scaling I put in should be adjusted.

Nearly all of it is--the only thing I could have left out were some of the Layout helpers, but I already needed some of changes and the rest needed to...

Yes, I made the mistake of optimizing *before* abstracting... it's finally working like I want it to, but I need to do another optimization pass. I suspect it's how I'm...

> [Fix minor annotation issues](https://github.com/FAForever/fa/pull/4229/commits/ca4a6e46a14aab491dc8186bec3a7b8d37012b49) I was actually going to wait for the other UI PR to merge so that `Lazy` works, though it's looking like that'll be a while,...

Huh, I just refactored the code responsible for this. The relevant line is now [here](https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/SimUtils.lua#L448). Note that only ["game enders"](https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/SimUtils.lua#L11) get transferred.

> you mention that an import runs every time a projectile is fired. Why is that? It appears that the blueprint file is passed into the engine as a string...

> But if that's the case then refactoring all our imports won't change that. We could change all blueprints to make sure the effects are lowercase, but otherwise all the...

`metacleanup(false)` huh, looks like I ran across this as well :) `metacleanup(dummy)` I'm not sure what this would do though `And if you also uncomment __index, then there will be...

If we decided to make nil access a bug (and introducing bugs isn't recommended - more on why I think it's a bug introduction [which are bad] instead of an...