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Robot War Engine - Real-time strategy game engine compatible with Total Annihilation

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Keep getting bitten by updates from upstream package maintainers, but it's not clear how we can lock library/compiler versions and only upgrade when we want. Investigate this. Maybe we might...

In TA, vehicles (probably any unit that aligns to a slope) move slower horizontally when they are on sloping terrain. Kbots however do not seem to slow down when moving...

Observed in ARMCOM at least during some tests. RWE seems to run the aiming script twice even when attacking ground, where running the aiming script once should be sufficient. TA...

In TA, when units fire the engine calls the rockunit script on the unit to make it rock from the force of firing. We don't currently do that.

From Venom's V map pack. Probably another thing where we need to assume some default value for missing keys in the map's OTA file.

The current behaviour of path following where we try to pass through each point successively sometimes means that units miss the point and loop back around to get it, when...

Running the pathfinder exhaustively is really slow, we want to avoid that. The pathfinder will run exhaustively when the location it is trying to path to is unwalkable by the...

Right now both the pathfinder and collision system allows units to move diagonally as long as the source and destination locations are free of obstacles, even if doing so would...

Via TRO in https://www.tauniverse.com/forum/showthread.php?p=754654#post754631 > Since you are already changing the shadow rendering, is it possible to set the shadows to cast on the water surface instead of the ocean...

Our linux build uses the boost provided by the system package manager, which is quite old and lacks some fixes and enhancements found in newer boost. This occasionally causes build...