slipher

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#1291 will prevent the crash by skipping the portal and logging a warning. Now I understand how I could make it work with R_SyncRenderThread (like I unsuccessfully tried earlier), but...

I tried requesting OpenGL 4.6 (using r_glMajorVersion and r_glMinorVersion) and it compiled! (And worked OK if I turned off GPU occlusion culling.) So either we're lacking some extension, or Intel's...

4.2 is the lowest that works.

One detail I forgot about when originally writing this is the constant re-evalution of `condition` nodes. Any conditions which are ancestors of the current node are re-evaluated each frame; if...

OK here's the camper.bt example. I'm assuming we map STATUS_SUCCESS/STATUS_FAILURE to true/false. Note that some `condition`s were able to be converted to basic language conditions rather than `WhileCondition`, because either...

> If i understand right BehaviorCamper is run every frame until there is a WhileCondition, then this is run every frame until its condition function returns false, and then the...

> especially the need to write functions for any block including an action which can return STATUS_RUNNING, plus I'm not sure it would work as expected, for example, equip can...

I think I was wrong about the semantics of selector nodes. Actually they go and retry every action from the beginning every frame. So the nth node of the selector...

> > Selector nodes can be implemented by basic control flow: > > ``` > if == STATUS_SUCCESS > return STATUS_SUCCESS > elif == STATUS_SUCCESS > return STATUS_SUCCESS > elif...

I found the issue describing the discrepancy: https://github.com/Unvanquished/Unvanquished/issues/2124. I had it wrong in the OP, the difference caused by whether the layout is loaded following a map_restart or not, not...