The fix didn't get deleted in the repository, unlike some of the other lost fixes recently... so I think the fix is coming in the next build.
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Apr 7 2016
Apr 6 2016
Must've got lost in a git merge. I'll fix it again.
Apr 3 2016
Confirmed, it was killled by software magic jumbo mumbo. Fingers crossed for the next dev build.
Apr 1 2016
I've committed a partial fix, where the scrollbar should now scale properly to the size of the contained list. This does not fix all issues reported here, but I will continue to work on this over time.
Mar 31 2016
Mar 30 2016
Mar 27 2016
This is a fairly simple fix for a small, but annoying issue. That said, this fix will need some testing in odd situations.
Mar 26 2016
Mar 25 2016
The latest dev build doesn't have the fix in it. It should work properly in the next one.
Mar 22 2016
The description box can now be submitted without a description (string length zero).
Mar 21 2016
Whoops, just saw this on the main list, forgot to check if it was in queue. It was a really simple fix, but I might have messed up the workflow for this issue.
I was unable to reproduce this. Pressing the num pad keys while in build mode with only a core block had no effect on my client.
Mar 19 2016
Oct 2 2015
Sep 14 2015
There's really nothing else I can do. Either I make the 'line' move around in a circle at a constant speed but clipping at the edges of the square (which caused the first issue), or I make the second point in the line follow the edges of the square, moving at a constant speed (which is the new implementation). There's really not any other way to animate the cooldown :S
Sep 13 2015
Sep 10 2015
Please check the upcoming build for this, it should be fixed in that one.
Okay, it appears that factory inventories were not being removed at all since the shipyard update. This should be fixed now. If there are any other recent issues about factory inventories not working correctly they are likely fixed as well.
Can this be re-tested? It's possible that the fix I pushed did not get into the build that was used when this was considered unfixed.
So what is expected to happen? Should it not let you place more than the computer max?
It appears that I missed the jump drive and scanner charge animations. Is that what you were re-testing with?
Sep 8 2015
Okay, so I've added a tiny.cc link, which allows us to edit the underlying link if the specific link (mentioned above) ends up going 404. This will point them to the download page directly without risking the 404 error in the future.
Sep 5 2015
I've looked at this a bit, and it appears to be quite a serious issue that may be the source of a lot of out of memory issues. Simply spamming V on a single module block will cause a memory leak, see the attached screenshot (the area between the red lines is when V is being spammed). I'm going to pass this issue on because schema has a better understanding of the data structures being used to store connection information.
Sep 4 2015
Okay so scratch that, I've re-read your comment Zackey and I believe this issue should be fixed now. Feel free to comment on the above situation, in case anyone thinks that functionality should be changed.
Okay, so what if you have an inventory with several, separate slots of a non-multi-stacked item, and you shift-click a multi-stacked item (of the same type) from another inventory into the more filled one. How would you expect this to stack? Would it combine with a non-multi-stacked item of the same type? And if there are multiples of that type, does it just stack with the first it finds and leaves the rest?
Kudos on the quickness, but you'll need to wait at least one build extra for my fixes, because they're usually not included in the build after the fix is committed.
Sep 3 2015
0.1942 was missing the commit that I pushed for this fix, the next dev version will have the fix included.
Sep 1 2015
Okay, I've added 'optional' command parameters in the latest commit. Along with fixing the issues listed 3 comments above.
Aug 30 2015
It is possible, however with such as specific url, this will constantly need updated as the jdk version increases. I think it's better for them to make one extra click than have them possibly linked to an old version of the jdk.
Selectable from game launcher, setting as resolved.
Aug 26 2015
The change must've not been added to the latest build correctly, because the buttons have definitely been added :)
Aug 25 2015
I've attempted a fix, but I was unable to recreate this myself. If the error persists please provide the new crash message.
I'm able to select 3440 x 1440 in the graphics settings (on the launcher). Maybe this has been added unnoticed?
Aug 16 2015
I've fixed the beams, but I was able to see stars fine behind glass so I'll need some more information there.
Jul 30 2015
The transparency issue should be considered separate from the tutorial issues.
Jul 29 2015
Another commit went missing somehow, should be fixed in the next dev build.
For some reason the commit I made was wiped, should hopefully be in the next dev build.
Jul 26 2015
I'm not able to kick (or even see the kick button) for players of the same rank. Are you sure you haven't edited the roles to allow that?
Jul 25 2015
In what way? I've done a quick test and they appear to work the same.
Jul 19 2015
I don't think other charsets should be supported. How is an admin going to quickly execute commands on player "╗¶▲▼½¼" ? Is there any restrictions on the characters used in the registry @kramerc ?
Jul 18 2015
@schema
Another possible fix: