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2 |
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| Kozuma3 wrote: > You take things out of context and pushing your agenda. > > I'm just trying to celebrate my speed run …
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9 |
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| The latency bottleneck that gives BYOND games their signature jank will never be solved, though- unless we get the …
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22 |
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1 |
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| I think at this point this should just be added. Probably for density as well, to be honest. It's limited, yes, but it …
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30 |
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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 |
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2 |
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| Bumping this because my request was a duplicate
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7 |
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1 |
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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 |
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| I'm curious if the renderer is really in such dire need of upgrading that it should be the focus of a whole numbered …
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3 |
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| BYOND has come a long way since this post especially when it comes to giving us control over rendering, but in my …
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46 |
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| The map editor has only gotten worse since this post was originally made and it sounds like labyrinthine spaghetti code …
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27 |
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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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1 |
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| I'm bumping this. There's been talks about native map saving/loading/new map format for years and I wouldn't be …
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11 |
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1 |
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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 |
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| +1, this is actually super necessary
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8 |
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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 |
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5 |
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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 |
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1 |
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10 |
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8 |
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2 |
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2 |
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23 |
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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 |
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2 |
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1 |
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2 |
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| Bump. I already have my own in-engine solution to this but it'd be nice for it to be some kind of native feature, could …
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9 |
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7 |
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2 |
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| This is still a necessary feature even with the TILE_MOVEMENT_MODE, since that world type breaks movement loops and …
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7 |
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3 |
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| Is this sort of feature difficult to implement? I don't know enough about the internal workings of vis_contents or …
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8 |
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| +1 Really weird that this is still a thing
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12 |
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61 |
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4 |
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| I don't understand how this is unfeasible. Other engines are able to do this through their shaders, and even if it's …
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6 |
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| I am still waiting for this.
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50 |
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| This causes lag in large projects if ..() is being called in Login(). I can't think of a single instance where this …
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4 |
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| Would it be possible to allow us to view and modify all colors that exist within every icon in a given project? Like …
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0 |
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| I am still eagerly waiting for this.
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2 |
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| Currently it just tells you that a file is missing and what line it's missing on. It will also only tell you about the …
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0 |
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| can't you just do this with vis_contents now?
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40 |
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| It was in reference to atom.transform- and though you can technically do it now having it built in would be a good …
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4 |
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| EXE Release is not irrelevant in the slightest. You can advertise the game all you want, but ultimately it is a BYOND …
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7 |
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| +1 People clearly want this feature still so I think it should be considered- sooner than later preferably. It could …
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91 |
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Feb 11 2011, 12:22 am