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Hello!
I've been trying to update my TShock plugin that utilizes the `OTAPI.Hooks.Collision.PressurePlate` hook and it doesn't seem to work.
To test this out, I've written a simple OTAPI Server th…
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7.6.0.15 bc behavior persists on 7.7 cs and 7.7 bc.
To Reproduce:
```
#lang racket
(struct y ([x #:mutable])
#:methods gen:equal+hash
;; normal equality
[(define (equal-proc a b rec)
…
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![image](https://user-images.githubusercontent.com/13350158/128137881-49be01c2-2356-4bca-9faa-0934136073a6.png)
I has list part of the code of application :
int main(int argc,char** argv)
{…
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Finally got round to trying ShaderGen and Veldrid out as I like the idea of the project. I am something of a novice when it comes to writing shaders, but I thought I'd give it a go. I got everything…
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Header to reproduce:
```c
typedef struct foo {
int type;
int type_;
};
```
The resulting code will be:
```rust
#[repr(C)]
#[derive(Debug, Copy)]
pub struct foo {
pub type_: :…
sgrif updated
2 years ago
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試してみたら半分くらいしか機能していない.環境は,
```
- git:
local-name: hrpsys
uri: https://github.com/fkanehiro/hrpsys-base.git
- git:
local-name: openhrp3
uri: https://github.com/fkanehiro/openhrp3.…
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I am using DART to simulate laminated robotics. Something really odd occurs though when two bodies are colliding. It almost appears as if there is a massive amount of friction that is keeping the body…
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The battlefields, as said on the SCHG, are done using two background layers - BG2 and BG3, with BG2 being the upper layer and BG3 being the lower layer. The walls are sprites drawn in after to create…
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Hi @ascane, thank you for sharing this great work.
Currently, i am trying to use your simulation and i will modify for my research purpose on HSR, but when i run the program, i get this following er…
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A hash collision is possible at /consistent.go#L76. That means the consistency of results is dependent on the order of Add() calls.
I think the easiest fix is to get rid of Consistent.circle altogeth…