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0 |
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| Right now, invisibility is dumb, it's very restrictive as to what you can do, and to get the level of control really …
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30 |
Open |
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| Could an option be added to have particles emitted from the particle emitter not be parented to the object they've been …
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12 |
Open |
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| Very low priority, but any chance of having access to the command that gets called when taking a screenshot so we could …
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4 |
Open |
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| Can we please get the capability to use list.Swap() and other list manipulation procs on contents in some capacity?
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1 |
Open |
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| If I could fall into the sky, do you think time would pass me by?
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1 |
Open |
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| It would be extremely convenient to allow for certain user-defined planes to be togglable in the .dmm editor, much the …
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0 |
Open |
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| Add the on-focus and on lose focus events to the map element on the skin
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2 |
Open |
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| /client/ MouseDrag(over_object,src_location,over_location, src_control,over_control,params) does not proc when dragging …
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2 |
Open |
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| lists of associative keys/values
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20 |
Open |
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| It came up in one of the discord servers today that Icon procs can be cumbersome under some circumstances, the exact …
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1 |
Open |
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| I'd like to suggest that BYOND support the Steam Matchmaking services. This allows users in Steam to invite one another …
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0 |
Open |
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| Allow us to have "post-processing" filters that don't just affect the atom they are on, but also their surroundings, …
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3 |
Open |
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| Can we get a transform matrix per client? This would essentially act as a root transform node for all rendering done on …
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17 |
Open |
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| Problem with running Dream Maker in Docker.
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3 |
Redundant |
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| Is it possible to get a thing to allow a plane master to appear in more than one map element without needing to …
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4 |
Open |
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| Currently we have no way as to disabling context menus for each object individually. We can only disable them in whole …
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7 |
Open |
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| Is it possible for us to get a way to explicitly tag an animation when created so that it can be called upon and …
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0 |
Open |
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| Over on /tg/, we have a /datum/weakref class: …
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1 |
Open |
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| Can't access generator parameters after creation.
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3 |
Open |
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| We need more support for Steam.
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3 |
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| The summer that was lost now is found
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4 |
Open |
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| The current method of invoking client-side winset/winget in JavaScript is by setting the window.location to a special …
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4 |
Open |
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| Right now with particles we have access to drift, which lets us create effects such as snow, rain, or embers, etc. It …
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2 |
Open |
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| Copied from BYOND Features forum by Airjoe Assuming this hasn't already been added without me noticing.. A way to …
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46 |
Open |
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| Dreamseeker has this popup where it logs various client errors, e.g. reconnect attempts, or bad winset calls. It would …
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6 |
Open |
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| Gee it would be nice to be able to access statusbar text through an event so you could implement a custom statusbar.
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1 |
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| The map editor in BYOND is trash. Throughout the years I've worked with BYOND, it has consistently managed to make me …
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25 |
Open |
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| Currently there's no way to change the appearance of the status bar that appears at the bottom of windows in BYOND …
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0 |
Open |
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| The renderer could use some speedups.
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1 |
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| Particle threads should be faster than they are.
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1 |
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| filter(type = "alpha", icon = 'foo.dmi', icon_state = "bar") Please Currently, alpha only takes an icon parameter. It …
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0 |
Open |
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| I think filters should be able to take a reference as a parameter filter(type = "alpha", icon = src) For the above …
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0 |
Open |
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| The ability to load dmm files at runtime. The ability to save dmm files would be nice too. The native support for …
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9 |
Open |
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| Would be nice if we could tell particles to never spawn anything new once max count is reached. Essentially a way to …
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0 |
Open |
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| "let's say I have particle set P1 and it's attached to O1. If you use copies of O1 in vis_contents of O2, O3, etc. you …
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1 |
Open |
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| Dream Maker will scream at you to enter an integer when you're in the icon editor any time your Alpha section becomes …
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0 |
Open |
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| A setting for particles to let them fade in, it would work exactly the same as the current fade setting, but on the …
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4 |
Open |
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| In Dream Maker, when you go to "Preferences" there's a section that allows you to define what paths to hide from the …
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0 |
Open |
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| I've recently witnessed several projects move away from BYOND in favor of other languages and engines. They all chose …
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22 |
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| http://info.sonicretro.org/ RotSprite Don't know how viable this is in BYOND (It might not be performant..?) but this …
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1 |
Open |
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| Particle timing is currently a mix of standard ticks and client ticks.
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1 |
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| Currently, it seems that when multiple atoms are Bump()ed by the same movement, the Bump()s occur in descending order …
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0 |
Open |
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| A variable like vis_flags that instead of determining how the atom behaves when in another's vis_contents, it …
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8 |
Open |
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| The time variable in animate() is based on the world's fps and does not change with client.fps For some reason, …
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0 |
Open |
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| A newly created empty list uses 24 bytes of memory, a list with zero items but used to have 1 item, uses 104 bytes.
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1 |
Open |
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| I don't know if this is currently doable, but I think it would be really convenient as a developer to be able to modify …
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0 |
Open |
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| Take me, my love. I am forever yours
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0 |
Open |
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| Seeing a lot of requests for things like might be able to be resolved by giving particles animate() instructions at …
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0 |
Open |
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| "We have spin already. We should have something like grow."
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1 |
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| A way to change the amount of rotation over time, ie scaling spin
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0 |
Open |
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