| Jumping between high and low cpu usages (both outside the bounds of overtime) seems to cause byond to drop/delay sending visual updates? Unsure of exactly what's going on here.
|
|
1 |
|
|
| Expose the hidden flag overlays use to retain dir
|
|
1 |
|
|
|
1 |
|
|
| Client-side glides from movement (managed using glide_size) are very pretty, and make life for us a lot easier That …
|
|
0 |
|
|
|
2 |
|
|
|
0 |
|
|
|
4 |
|
|
| Global proc to dump sleeping procs by name, for debuggging garbage collection and long term metrics
|
|
6 |
|
|
| They just sort of choke and die whenever you try and do anything more then list work with them, and it's kinda sad.
|
|
1 |
|
|
| Alpha mask filters break on my codebase when more then one is applied to a plane master at once.
|
|
2 |
|
|
| It's very useful to be able to set world.turf, control over the default type placed on z expansion, and knowledge that …
|
|
1 |
|
|
|
1 |
|
|
|
1 |
|
|
|
1 |
|
|
|
1 |
|
|
|
3 |
|
|
| Float plane currently resolves "top down" the stack of overlays it's in. So if object A and B are both floating with …
|
|
0 |
|
|
|
2 |
|
|
| So uh, this maybe requires some context. In /tg/ code, we use vis_contents as a way to "fake" z level layering. So …
|
|
5 |
|
|
| This is more of a large ask I know, technical writing is hard, and putting code on paper, from experience, is a real …
|
|
0 |
|
|
|
0 |
|
|
| One of the major issues with sidemap, at least on /tg/ code, is is that when a conflict happens on one part of the map …
|
|
0 |
|
|
| I'm not sure if I'm just making a mistake here, but it seems like there's no way to get the cost of a client deletion, …
|
|
0 |
|
|
| We have quite a few objects on our map that are technically in view, but will never be visible, like pipes under the …
|
|
8 |
|
|
| It'd be very nice to have support for \p{} and \P{} from byond's regex. I've ran into issues with filtering unicode, …
|
|
5 |
|
|
| Hey, I'm Lemon, I work to fix hard deletes (del() calls caused by objects failing to free on their own) for the /tg/ …
|
|
6 |
|
|
|
0 |
|
|