metalgearsloth

Results 298 issues of metalgearsloth
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Sometimes you can get trolled by stuff like autonetworked dictionaries not being copied on the client so you get mispredicts. Downside is this allocates on server so not sure if...

S: Derelict

Actual raycasts. Need this for AI LIDAR experiment.

So we have stuff like drains or whatever that all start at "update now". This means they all remain in sync throughout the round and if they're doing 1 second...

e.g. if I have ActionGrant and addcomponents then it should only add the new data for the inherited datafield instead of overwriting. Same deal with RemoveComponent. I think you can...

See the release notes. Main one is prototype modifications are also reflected, not just comp changes, as I wanted to prototype different sprites in game and there was no easy...

- If I update a prototype I would expect its children to update but they don't. - It flags every prototype in the modified file as updated even if only...

Ideally they'd have some flag in debug so if you did it then the game yells exactly what you did, I just got lucky in my case.

Ideally I can just call SpriteSystem and GetWorldPosition / GetScreenCoordinates on an entity and not have to do calcs myself.

GetImplicitData MapInits entities but the issue is some entities like dragons spawn additional entities so the assert on entity count matching will always fail.

Issue: Bug
Difficulty: 2-Medium

So what the component queries did is check if the component count was low enough, and if so it just iterated the components directly. The Entity version just iterates every...