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Now that we are leaning toward using procedural macros where appropriate, And with the addition of all the generated code we use, It would be wise to add some sort of CI step to time our compilations …
rzvxa updated
2 months ago
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**Describe the bug**
In some locations, when using `focusOnLocation`, the camera is placed in correct position, but is facing away from the location.
**To Reproduce**
In the [Overlay editor](http…
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Currently when you go to the migrate page you get a WSOD - http://cellproject.net/admin/content/migrate
`resulted in a `500 Service unavailable`
* ELMCIP D7 endpoint uses: https://github.com/whi…
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**Describe the feature you'd like**
Allow users to create and load custom writers and readers in the procedural and the scene format plugin.
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do you plan on making the map of the game bigger or perhaps letting it be procedural almost infinite generation like minecraft?
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When an item pool is depleted, just giving breakfast is boring. How about we procedurally generate new items to put in the pool instead? Glitched items fit perfectly for this.
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* Procedural generation missions - seems like a duplicate?
Should this be considered in alpha current missions are dynamically templates with dynamically generated edge points (the technique mentio…
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obviously rly high level, but how does this all look? what's the progression like? how does the difficulty ramp up? is this procedurally generated (!)?
Lots to consider . . .
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Maybe instead of using full-sized textures for message fields, generate the fields procedurally? (either from smaller images or using `pygame.draw` primitives)
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I'm building an app based on dioxus that uses the `rsx!` proc macro extensively. it's basically html with embedded rust closures. the `rsx!` macro even has an autoformatter [0] used by a vscode plugin…