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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Jul 28, 2022 - C++
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Jul 28, 2022 - Go
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Apr 29, 2022 - C
Noticing this in the logs:
Having the Pod take time to get up and running can be pretty common, and this is not really an error since we'll end up backing off and trying again.
Wrapping this returned error in a:
https://github.com/googleforgames/agones/blob/50b4cd5958
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Jul 27, 2022 - TypeScript
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May 4, 2022 - C++
This package helps in interaction with Open Match :
https://github.com/FrozenStormInteractive/openmatch-csharp
But, I want to know how match function written using this package will interact with Open Match? Do I need to set ip and port in .yml for match function running in .net
Describe the bug
The game freezes when receiving a message that does not fit in one line.
To Reproduce
Your System:
- OS: Windows 10
- Game version:
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Jul 25, 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
Static RPC methods
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:


Required skills: Cython
Difficulty: Medium
Animation frames from AoE2 graphics files are packed into a texture atlas by the openage converter. We use bin packing to find the optimal arrangement (= smallest atlas dimensions) of the frames in the atlas. Bin packing becomes computationally intensive if a lot of frames are packed (look