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game
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window_editor_object_selection_select_object currently returns its success through a bool and also the global gGameCommandErrorText. It should be refactored to return a GameAction::Result to remove the use of the global.
The Terrain Brush can fill full tiles by holding Control. It is mentioned in the manual, but it would be nice if this feature was easier to discover. Also some people may want this mode to be the default, so that they don't have to hold Control all the time.
I'd suggest we add a toggle button, or two buttons to switch between, to the toolbar for the Terrain Brush. It should allow changing the c
Describe the bug
The hologram cloak is superalloy and despite clearly being a cloak intended to be worn over other things like a flexible object, instead it's treated as a rigid object due to it being made from superalloy.
Steps to reproduce
- Wear a rigid armor piece on the torso
- Spawn a hologram cloak
- Attempt to wear the hologram cloak
Expected behavior
The player shoul
In the LTN route planning tool, we display 4 routes at a time:

Zooming in a bit, you can see some of the routes overlap, but then split off and maybe rejoin:
. Other players are able to see it, but the item will vanish if they attempt to pick it up.
Is probably caused by SpawnQuestItem() not syncing the item with the client, this also affects the Torn Notes and most single player quests. The solution should be similar to what was done in https://github.com/diasurgical
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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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As the subject says, since right now it's pretty much impossible to find out the id of an add-on without downloading it, or changing log levels and then interacting with it in some specific way other than looking at its info on the UI.
(Perhaps hide them behind debug mode?)
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I think there's an extra #endif in tinyfiles.h. Around line 88 there's this:
#if defined( TINYPATH_IMPLEMENTATION )
#endif TINYPATH_IMPLEMENTATION
That #endif doesn't look like it should be there. I get compilation errors about the final #endif having no matching #if
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Motivation
Dependency injection via @In is a widely used mechanism throughout our code-base.
However, it doesn't seem to be supported for all kinds of classes yet.
While it is implemented for world generators, it is not yet implemented for world-gen plugins.
If used for these, it can/will lead to NPEs due to fields not being properly initialized before being accessed.
Example
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User Story
If a large download fails using curl it does not cause a fatal error instead it simply carries on.
Basic info
- Command: Install
Further Information
It is worth checking how all downloads handle when failing to ensure they cause a fatal exit.
To Reproduce
Use a game server that is non-steam and cause the download to fail
Expected behaviour
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Lets add the keyboard shortcuts modal on the puzzle page, very similar to how we added one to the "round" page. See that linked issue + PR for additional context.