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game
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Required skills: Cython
Difficulty: Medium
Animation frames from AoE2 graphics files are packed into a texture atlas by the openage converter. We use bin packing to find the optimal arrangement (= smallest atlas dimensions) of the frames in the atlas. Bin packing becomes computationally intensive if a lot of frames are packed (look
The following strings need to be made translatable:
- On the puzzle dashboard: The title itself (Puzzle dashboard), the subtitle (Train, analyse, improve) and the text in the three big "buttons" (PLAYED, PERFORMANCE, SOLVED).
- On the puzzles by topic page, the message on the bottom (These puzzles are in the public domain, and can be downloaded from database.lichess.org.)
- On the improvement
There might be a couple of potential crashes dereferencing invalid memory when it comes to game action callbacks. In multiplayer mode those callbacks will fire after the server acknowledged the action so there is a delay, the user could have closed the window before the callback fires.
Example here:
https://github.com/OpenRCT2/OpenRCT2/blob/3503a433dc277f740f6dc1106b99b9df20fb6b1b/src/openrct2-
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
- Go to 'map engine test'
- Press the key 'n' until you get to Tristam.
- Wait about 3 seconds '....'
- See the fire effects that are on the ground stop animating. This same problem seems to occur on all maps but it's easiest to find in Tristam.
**Expected beha
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Currently, when entering epic mode the README is frozen in the last level of the tower. When you're trying to fine-tune the score for a level other than the last one, it would be helpful if we had the README for that level available. The proposal is that when entering epic mode, the README is updated with all levels, one following the other.
Example:
# Starbolt - beginnerTravisCI is effectively dead when it comes to OSS projects. In December they introduced a new price model and gave each org a one time allotment of 10,000 "credit". For macOS they charge 50 credit per minute (rounded up), with each build taking just over 3 minutes, and each commit running two builds that gave us just enough for 25 commits, or about two weeks before it ran out.
It's possible to
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How can we get at UnitFmt here? Probably just need to take it in PlotOptions and plumb it through.
Good small task / intro to Rust.
Describe the bug
disable_activity_actor is declared in src/activity_actor.h instead of src/activity_actor_definitions.h
Steps To Reproduce
- Go to https://github.com/CleverRaven/Cataclysm-DDA/blob/master/src/activity_actor.h
- See that
disable_activity_actoris declared there.
Expected behavior
disable_activity_actor is declared in https://github.com/CleverR
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It can be difficult to remember which quests you've finished on a character you haven't played for a while. It can also be difficult to remember if you've skipped any quests for whatever reason.
One fairly straightforward way of fixing this is to divide vanilla and hellfire into 2 pages. Gray??? = undiscovered while red = finished. Selectable White = active as usual.
 implementation.
I would like to try that in the future but if anyone has time before feel free to do it.
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