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Version = .Net 6
VSS = VSS22
Hi there,
We've been stuck with the problem for a few days now that the SteamCMD doesn't flush its buffer after the end of the line, but whenever the standard buffer …
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The UserInfoInterceptor class shouldn't be firing on calls to the token endpoint or other parts of the API that are client-facing.
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With broadside firing, i've noticed that, all cannons which are being aimed only fire once they have all lined up to the recticle, which timing wise is different based on the position of the cannons. …
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Is there a reason why customBodyRender gets called twice? I noticed it on my current project, but then reproduced it on a sample project that I found.
I forked from someone elses code and added …
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### Summary
When clicking the data-remove item "x" in advanced select the change event is not fired.
### Steps to Reproduce
1. Create a advanced select with multiple input
2. Add a "onChange…
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If I start a Single Player level from Main Menu maplist it is working fine, however if I do it in console while a Multiplayer Map is running, there are script errors/issues (like no weapon firing soun…
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We should be able to set/update alert limits for team and integration in the settings interface:
https://github.com/grafana/oncall/blob/dev/engine/apps/integrations/mixins/ratelimit_mixin.py#L18
I…
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Hello
when using:
```
func _ready():
if Engine.has_singleton("GodotGooglePlayBilling"):
payment = Engine.get_singleton("GodotGooglePlayBilling")
payment.connect("connected", self, "_on_…
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In v9.2.3, it appears that onAfterChange is not firing. When manipulating the slider, I am seeing `handleChange` in my console but `onAfterChange` never appears afterwards.
```
{
console.log…