slipher

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Are you running with gamelogic as a DLL? DLL gamelogic is intended for convenient debugging only and we don't try that hard to clean up everything. If the gamelogic is...

The obstacle code doesn't take STEPSIZE (the vertical distance you can step up without jumping) into account, so I imagine the bots think that the path to the Armoury is...

Entity reference invalidation is not a complex problem. It is a very easy problem. All you have to do is store the generation number (no relation to generational garbage collection)...

> But we will still need to guard each occurance of `entity[key]` in the code. What do you mean, in Lua scripts or C++ code? In Lua code you are...

> Also note that in my initial attempt, I did try to use a gentityref, it was just super unergonomic so I had to revert it. > > [02a89ed](https://github.com/Unvanquished/Unvanquished/commit/02a89eddc3a2ce609893da5bdf5d71dff87c056b) Hey,...

> I think we can just establish a rule to not maintain references to entities in callbacks, only track the entity numbers and that those entities may become invalid so...

> There is a proposal for the ID mechnism itself hidden in thise sentence. Currently, we require that there are not two entities with the same ID _at the same...

I think it is not visible because RDF_NOWORLDMODEL causes the camera effects shader to be skipped. But the camera effects shader is actually critical to render anything at all because...

It would be interesting to know how the time breaks down between some different things: 1. The business logic of deciding what to display. This usually occurs in the `OnUpdate`...

> Also, to avoid beacons from not updating correctly with a lower update rate, they can just be made into entities so their position is always correct (in fact, I...