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sandbox
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Seems like an oversight on our part.
I'm imagining that we would
- Make the default amount of fuel
0in the CLI - Add a
--add-fuel <N>option to addNfuel to the store
I think (1) miiiiight be slightly controversial? As an alternative, we would have a --set-fuel <N> option, instead of --add-fuel <N>, and then we would have to ensure that the store gets exactly N fuel rathe
Related to metering wasm3/wasm3#127 and being able to run a set number of instructions, I'd like to be able to serialize a paused interpreter's state and deserialize it to a new interpreter instance; very roughly,
const interp = new wasm3.Interpreter(module);
interp.interpretNInstructions(100);
const interpState = interp.serializeState();
const interp2 = wasm3.In
Version of OpenTTD
Since e04ca904a9455afc63aa87db775fe4463ab899b7
The introduction of the minimap screenshot feature appears to be duplicating functionality that will be used elsewhere for drawing the widgets within the minimap window; specifically, the GetMinimapOwner function is very likely to be replicating functionality used by the owner information overlay of the minimap window.
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Motivation
Working with our game logs, for instance when investigating a crash or other kind of issue, is annoying because there's a lot of (unnecessary) noise in them, that we learn to accept / ignore instead of reducing it.
One part of the log noise is complaints regarding unknown components or component fields.
Proposal
- Investigate the common complaints regarding unknown co
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The virtio_scsi driver enqueues buffers to the eventq but does not actually handle them on completion. The following events could be reported to the driver which require some action to be taken:
- transport reset: This may occur as a result of hotplug events or a device being reset. Sense codes cannot be relied on when new devices or busses appear, so this event needs to be handled.
- asynchro
Currently, a lot of operations are being done in the componentDidUpdate, and as Dan mentioned on #377 this is a pattern that must be avoided, in order to prevent nested updates. So, we need to find out how to improve this method and address other performances issues that this might be causing.
I haven't gone any further and haven't collected evidence of any performance issues, but as the curr
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so that the button is very obviously pointed out to the player and they can't ignore going to the editor.
I have slight concern that not in all cases the player likes being forced to not play the stage anymore and go to the editor (though perhaps it is unlikely that the player is fighting other cells before getting to the editor once).
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This would allow site-managed generators to be written in more than C++. We already store known extensions in the Executor classes.
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Now that we have the
checklocksanalyzer, we should annotate values that are lock-protected with an appropriatechecklocksattribute.