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game
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In ui/, identify uses of throttle(delay, wrapped) that wrap networks calls. Replace these with throttlePromise(finallyDelay(delay, wrapped)).
This will ensure that
Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:
INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
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Whilst investigating #16877 I noticed that the TrackElementDescriptor::Price is incorrect. Its a price modifier not an actual price its used to work out the price using the following calc (RideTrackPrice * TED::Price) / 65536.
Therefore the units of TrackElementDescriptor::Price should be changed to uint32_t and the name changed to PriceModifier and a comment added stating that it shou
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 - beginnerThe 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
Currently documented bugs: The DSF Buglist for Diablo v1.09 (Lurker Lounge)
The goal of this issue is to document any new bugs we come across while examining the code that are native to the original game. This will help us fix them later on when we make mods/ports.
New bugs discovered (last update 06/24/18)
- When casting a
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Describe the bug
flatjaw tongs when crafted can produce more metal then consumed (3 chunks of steel is more metal then one nail)
Steps to reproduce
observe that the flatjaw tongs produces more metal as a byproduct then it takes to craft it
Expected behavior
you net lose metal when crafting metal tools
Screenshots

Zooming in a bit, you can see some of the routes overlap, but then split off and maybe rejoin:
 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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