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Our collection classes are based on .Net 2.0 technology and are very out of date.
We should replace as much functionality as possible with reflection-free code and implement standard generic collect…
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Add on the readme the database structure and the explanation
possible tables:
### tags (list of tags)
- properties and type: **id** (serial), **name** (varchar), **active** (Boolean)
### ta…
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We already have text files specifying the creation of MicroBlock arrangements in Blocks. (`blocks.txt`)
We also have hardcoded the types of Block arrangements available in GridSpaces. (in MapGenerato…
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Suggestion to polish the definitions in yaml's for mods.
Rename the different traits that use carry-over names from the proprietary games, such as IronCurtainable: or CrateMcvAction.
Make them s…
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We would like slowly start showing on-chain NFTs as there is an existing project to demonstrate this on GLMR https://onchaindudes.com/
https://t.me/@Mohd429 is author for future consulting, check i…
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**What's your idea for a cool feature that would help you use OHM better.**
I'd like to be able to handle property changes for streets (names, types of street, surface, etc.) using relations instea…
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### Code
```Rust
fn main() {
let arr: [u32; 3] = [0, 1, 2];
let idx = 0i32;
println!("{}", arr[idx.into()]);
}
```
### Current output
```Shell
error[E0282]: type annotati…
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`StatelessWorkflow` is very nice, I'd love a new workflow which does not have state or output.
proposed implementation:
```kotlin
abstract class RenderingWorkflow :
StatelessWorkflow()
```
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I'd like to use this library to define algorithms that work for any RGB[A] pixel arrangement. However, there doesn't appear to be a generic way to achieve this without using macros. Traits could be us…
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This is a tracking issue for making and stabilizing `type_name` as `const fn`. It is not clear whether this is sound. Needs some T-lang discussion probably, too.
Steps needed:
* [x] Implementati…