|
13 |
|
|
| That will still be there. Optional features by definition do not take away anything from those who opt out.
|
|
37 |
|
|
| Here's a mask that doesn't use icons at all: object being blended onto is src //ugly to reduce image() calls and …
|
|
5 |
|
|
| Would rather work with a list directly like with color matrices than a params string. Then again I'd prefer an actual …
|
|
41 |
|
|
|
4 |
|
|
|
13 |
|
|
| The behavior of overlays/underlays having their own static plane defined makes it annoying when the plane of the master …
|
|
2 |
|
|
| Pure syntactic sugar is generally not a good use of time to implement.
|
|
5 |
|
|
| Currently if we have an opaque, white square object with an overlay in BLEND_MULTIPLY blend mode, any transparent …
|
|
2 |
|
|
| You can tell a path . from a static function because of the closing (). Just by disallowing () in paths except in …
|
|
10 |
|
|
| Well I wouldn't say it's impossible. Subnautica exists, after all.
|
|
32 |
|
|
|
14 |
|
|
|
19 |
|
|
|
4 |
|
|
| We only have 201 planes to work with. Even assuming the rest of the game and the HUD are on their own planes and you …
|
|
10 |
|
|
| Browsers have their own problems, sure, but for people who are good at it, laying out a browser with css is way easier …
|
|
21 |
|
|
| Well the point I was making was that two people who agree with each other can get into an argument about something …
|
|
43 |
|
|
| Still is, actually, although DS lacks some basic features that make it unusable.
|
|
3 |
|
|
|
18 |
|
|
| A good short thing to add might be the list's length.
|
|
12 |
|
|
|
5 |
|
|
| There were metagames before the internet; they were just all local. Strategies that worked in London wouldn't work in …
|
|
45 |
|
|
|
5 |
|
|
| Teams are better at getting results. Beyond that it's a bit of a wash. Poorly led teams are awful. Stay away from them.
|
|
9 |
|
|
|
10 |
|
|
|
12 |
|
|
| It's nice just to know that the door is open for this. Technically speaking it doesn't enable more features, it just …
|
|
14 |
|
|
|
23 |
|
|
| Personally I would probably only care if loc is null or not, although it might matter if it's a turf or a /movable. But …
|
|
18 |
|
|
| Yeah it is a 3d sphere, I just wanted to limit it to 2d to make it a bit simpler.
|
|
7 |
|
|
|
1 |
|
|
|
120 |
|
|
|
10 |
|
|
|
5 |
|
|
|
19 |
|
|
| /datum/configuration/config /obj/item/sword/New() damage = config.sword_damage return ..() /world/New() config = new() …
|
|
32 |
|
|
| That won't be useful at all though The idea is knowing "Is this proc being called 500,000 times in one tick or 500,000 …
|
|
13 |
|
|
| Pretty sure that's .reboot considering one of the other options is .profile.
|
|
6 |
|
|
| Oh yeah, that would be even better actually, I just assumed that would be even harder.
|
|
114 |
|
|
|
4 |
|
|
|
6 |
|
|
|
2 |
|
|
| That was the exact attitude I took when we had no control over how runtimes were handled. Dumping a ton of messages …
|
|
19 |
|
|
|
2 |
|
|
| The problem is the corners and their rotational relationship with each other weren't designed to be rotated. Consider …
|
|
10 |
|
|
| Could make it an in-game variable so the programmer gets to decide how much extra padding to provide any used …
|
|
17 |
|
|
|
23 |
|
|
|
8 |
|
|
|
22 |
|
|
|
18 |
|
|