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```
What steps will reproduce the problem?
1. n/a
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide a…
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Ok so basically depending on the situation the depth buffer access works one of 2* ways:
1. Only the weapon hand is in the depth buffer (during gameplay)
2. everything is in the depth buffer except …
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This issue post is to collect candidates for the upcoming Effect Item feature.
There is a long list of features/abilities/items that can make use of it. So for now I want to gather a list of known on…
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Simple ent that spits out a (client side? effect?) casing when a linked weapon is fired, based on type/size. Can have options for casing velocity, lifetime, max casings.
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I was debugging a custom render function for a table inside a shiny app and noticed that updates to the table cause the function to fire 3 x for each row on every render. The rendered table is correct…
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### User Experience
The comment for `apply` on `ActiveEffect` currently says:
> TODO: This method is poorly conceived. Its functionality is static, applying a provided change to an Actor
> TODO: …
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I wanted each official config to have their own unique wonder weapon or special weapon that is original to nZombies and unique to that specific config. I'm here asking if any of you have any fun ideas…
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I noticed in my app's automated tests that subsequent test runs were printing exceptions coming from the `EventBus.fire(event: FXEvent)` exception handler. Nevertheless, my tests were passing, and the…
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[updated to include more items not independently configurable]
Not all player-colored components of the player's icons are independently configurable in the menu. most things are, but some more niche…
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### Description
I have this issue where some particle effects (not sure that's the right term, but...) are seemingly randomly substituted for something else. Sometimes, it's just a semi-transparent c…