necessarily-equal

Results 258 comments of necessarily-equal

I don't think this use case for the updater is worthy of our time — when we add another server, we want to to be unique, and that means it...

Also related to https://github.com/Unvanquished/Unvanquished/pull/2430. This is a problem that's all over the code honestly. I'm not sure what would be the best way to fix it.

So from the messages on IRC, I think the problem was specifically that sometimes, bots are seen with a shotgun and without armor despite `prefer-armor`. Let me answer both IRC...

Here is a suggested patch that is more future proof, although longer. ```diff diff --git a/daemon b/daemon index f989ce993..9e51d49aa 160000 --- a/daemon +++ b/daemon @@ -1 +1 @@ -Subproject commit...

I seems so. Note I haven't seen it first hand, but it seems to happen from the issues @cu-kai had yesterday.

On one hand, yes why not. On te other hand this adds a dependency to jsoncpp or another lib, so it must bring some benefit. Maybe https://github.com/Unvanquished/Unvanquished/issues/1749 is broken due...

Thanks for opening this. I've just rebased this, fixed the build and opened . I've fixed and squashed the std::fill commit and deleted the commit I advised to delete. Here's...

Note that if reddit is non-free, there is also the possibility to use lenny. I'm not sure it's a good idea to add even more noise to the gameplay suggestions...

so, to give some hint to someone who would want to implement that. To be able to trace a bounding box currently, the game will on each frame call G_CM_ClipHandleForEntity...