multiplayer
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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.
It would be nice to have an option to pass G and ctx into the redact option in a long form move. The undoable property already has this option, so it should be fairly easy to implement. So it would looke like...
B: {
move: (G, ctx, ...args) => {},
redact: true/false or (G, ctx) => {},
},For my particular use case, I have moves in my game that should normally show
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May 8, 2022 - C++
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May 6, 2022 - Go
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Apr 29, 2022 - C
Is your feature request related to a problem? Please describe.
It would be nice to have the latest version of SuperTuxKart running in the example, rather than a hacked older version.
Describe the solution you'd like
Because of old limitations with the previous version of SuperTuxKart, we had to compile from source (it wouldn't allow AI connections not on localhost).
Since there
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May 5, 2022 - TypeScript
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May 4, 2022 - C++
If there are repeated matches, how does the evaluator expand horizontally?thanks
Describe the bug
Possibly since the introduction of interpolation to blueprint movement in #1260, one might occasionally see the movement of the blueprint seriously accelerate and jump around the screen before stopping.
I believe this is due to extreme height differences around slopes when moving the mouse around as you try to place something. One can accidentally order trucks to place str
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May 5, 2022 - C++
Is your feature request related to a problem? Please describe.
When trying to implement a loading screen for switching scenes I tried using the OnSceneSwitchStarted event to start fading to black and OnSceneSwitched event to start fading the loading screen back to being transparent. The issue here is that OnSceneSwitchStarted and the call to SceneManager.LoadSceneAsync happen at the same time
My problem
When I select a textfield tab, I have to click a second time in the textbox.
Two tabs:

Select tab 2:

Another click for the textbox:
![3](https://user-images.github
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Feb 25, 2022 - C#
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May 6, 2022 - Java
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May 7, 2022 - Pascal
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May 4, 2021 - JavaScript
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May 6, 2022 - JavaScript
Describe the bug
setSoundEffectParameters doesn't work in onClientSoundEvent, because the underlaying BASS handle isn't created at that point, only a frame later.
https://discord.com/channels/801330706252038164/801411628600000522/944225468167634975
I looked into it, and found out that the handle isn't even created at the point the event is called:
https://github.com/multitheftauto/mt
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May 8, 2021 - C
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May 8, 2022 - C++
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Apr 29, 2022 - C++
Currently when running Quilkin it will always print out the logs in JSON, this is great for machines, as it makes them much more machine-readable. However this comes at the cost of not being very human-readable, especially compared to the default pretty output that tracing gives us.
We should add a small check at startup that detects whether we are in a interactive terminal or not, if we are th
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May 6, 2022 - C#
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May 8, 2022 - C++
Cleanup the Cmake
The CMakeLists files of this project is kinda messy, mostly due to my limited understanding of the topic.
So they definitely need to be cleaned up at some point
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May 5, 2022 - C++
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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: