yvt

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I don't seem to be able to reproduce the crash... > Caught an exception from the application is a catch-all error condition for all C++ exceptions unwound through a C++-AngelScript...

How about this function?: https://github.com/yvt/openspades/blob/399e24090dbd8b686c31b57a4c0927730d61d97a/Sources/AngelScript/source/as_context.cpp#L4479-L4487

We should be able to get the exception details if you modify this to something like `catch (const std::exception &ex)`: https://github.com/yvt/openspades/blob/b36efa4ef497454ab4ef9b9ab80120f7609dbb57/Sources/AngelScript/source/as_callfunc.cpp#L714-L720 On second thought, MSVC has a functionality to break...

> Could it be because of an outdated SDL2 ? That's unlikely, it almost never intervenes in OpenGL rendering. `SDLGLDevice` is mostly a wrapper of the GL driver, and only...

I'm strongly interested in this idea but don't have a VR headset, so I'm marking this as `help-needed`.

Removing the bug label as it's not a bug but just a lack of support.

SDL 2.0.10 (latest version) still has this issue.

Looking at the code, I think I'm starting to remember why it's done in this way. IIRC the `WeaponReload` packet type is used for the following purposes: 1. (C-to-S) To...

> What i still dont understand why you are "fixing" server side issues with "hacks". Because that's how the existing AoS 0.75β-compatible server programs (especially pyspades) work, and they will...