slipher

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> found a bug which is that if you open more than one circle menu at once (e.g. alien build + evolve), after closing the top one, the next one...

Thanks for the review; this seems a lot better than the initial CloseOtherPassthrough at least. > This is fine for now, but for future cleanup, we should avoid using our...

Using pushevent ensures that the stack will be unwound between document show/hide calls. With calling them directly, you can potentially call Show or Hide on a document which is already...

I don't get what is the unexpected part. ``` glm::vec3 ownPos = VEC2GLM( self->s.origin ); glm::vec3 dir = self->botMind->nav().glm_dir(); BotAimAtLocation( self, ownPos + 100.f * dir ); ``` Wouldn't this...

We can't automatically detect country variants for now, but I think they could be added for selection in the menu. Like `pt` -> Portuguese (Portugal), `pt_BR` -> Portuguese (Brazil). (Assuming...

I compiled a list of which entity class names are used in most known Tremulous or Unvanquished maps [here](https://users.unvanquished.net/~slipher/map-entity-directory.txt). We can use this to see which entity class aliases are...

> Currently `sensor_creep` suggests there must be creep nearby (where building is allowed), but this mechanic was abolished some time. Does this entity even do anything in current code? `sensor_support`...

> Wouldn't it make sense to nuke `sensor_creep` and `sensor_power` as they are team specific? Yes. Not to mention the dreadful naming of `sensor_creep`. > > > With the above...

I guess the old one shouldn't be deleted from the presets until 0.55 is released?

I don't understand. The engine is supposed to guarantee that the game time advances at least 1 ms each frame. How can the time delta be 0 in any of...