LoganDark

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![image](https://user-images.githubusercontent.com/4723091/52909746-4518e300-3242-11e9-8b48-16f575a6b525.png) IMHO this one looks better, but provides slightly less indication on which one will be completed

~~Here's a graphic, if you'd like.~~ ![slice](https://user-images.githubusercontent.com/4723091/52909770-a5a82000-3242-11e9-9051-11312f7f4071.png) ~~Should be resized to 30 pixels tall, I've provided it at 2x resolution for Retina support.~~ Okay, the graphic is not a good...

> To work around this To work around what? Are you working around commands needing to be registered on the server...? Is this a separate issue?

> Client-sided game systems cannot register their own commands, which makes the resulting file-structure disorganized These are two separate issues. Make a new issue about nested folder structures (or nested...

My bad, you should have provided an example in the post. Your proposal is for commands that run on the client, right? That's a valid feature request, I don't see...

@evaera additionally: reading the source code is documentation :)

I would second guess that idea. I think you should keep the ability to auto-register commands on both sides, but allow developers to register commands on the server side or...

Another related concept is the ability to hide commands entirely from some clients, i.e. make client-side Cmdr believe the admin commands don't even exist.

> command contexts only represent a single instance of that command running Yes, exactly. Imagine a user being granted admin privileges. Then the commands will be shown in the help...