VReaperV

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Likely caused by the combination of the above and https://github.com/Unvanquished/Unvanquished/blob/274b074385c8d9140a7fed58eba0a1c984292e8c/src/cgame/cg_buildable.cpp#L311-322. If nothing's rendered behind the portal, it might cause cent->currentState.origin2 and/or tr.endpos to get incorrect values. Will need to add...

The only known cause of this issue is fixed in https://github.com/DaemonEngine/Daemon/pull/1031, but there might still be some wrong code somewhere that makes creep superstretched like that.

Shouldn't https://github.com/DaemonEngine/Daemon/issues/849 be either only urgent or only non-urgent? Unless it can exist in a superposition :)

What if we add a sort of "fade" for the circle menu? So that if you just press it once, you'll see it for like 100ms or whatever.

> You could set `cg_drawPosition` to 1 for making screenshots like this one. It helps a little in reproducing. > > On topic: sometimes, new alien buildings get destroyed if...

> I thought so too. But then i noticed another curious thing: when building alien buildings on that slope, the creep texture on the floor is not drawn. Maybe this...

> I have to ask: do we really want the main buildable to win against the last spawn? I don't know. A difficult question, maybe. I'd say it goes against...

> To me the answer is obvious: spawns are more important than RC/OM. > Spawns cost BPs, unlike the uniques. They also are the most important building in a team:...

> yes, this is all very unlikely, except for aliens, actually. I think I never seen a telenode destroying anything, except when I tried it on purpose. Eggs killing other...

> to check the problem is bbox related: try to build a miner, they're smaller. Also, I tried to build an armoury there, and it stays around. > I do...