Nitai Sasson
Nitai Sasson
> @NeatNit Does this even work for you with the delay? Because right now Key Mapper will ignore performing _any_ actions if at least one has an error. Yeah, it...
Summary of our findings in a Discord chat: First off, the adapter in question is this: http://www.mayflash.com/Products/NINTENDOWiiU/W012.html I have it. ~~Turns out, the driver that can be [downloaded from their...
I did some more research, turns out this only affects 64-bit applications. I compiled SDL's ["testrumble" test](/zielmicha/SDL2/blob/master/test/testrumble.c) for both Win32 and x64. The x64 version crashed with no sign of...
More thorough video (you can ignore the old one): https://youtu.be/Id4hcxmEVXE Watch in double speed (via youtube's gear icon menu) since it's a little boring otherwise.
> The EyePos call that was removed is probably the one that was in ENT:BeingLookedAtByLocalPlayer in base_gmodentity. No, that was one of the non-render calls which suffered from the inconsistency...
The easiest hack is to just add this: ``` hook.Add("PreDrawTranslucentRenderables", "FixEyePos", function() EyePos() end) ``` Fixes EyePos forever ;D
Relevant facepunch post: https://facepunch.com/showthread.php?t=1440586&p=52226862&viewfull=1#post52226862
I felt that this is a more useful and intuitive thing to do. I suppose a function that does what you said can be done as well, but I would...
That would easily trip over nils with undefined behavior that would *probably* work fine in all of your tests and would *probably* work fine in all cases thanks to a...
>```Lua >function Print(...) return PrintTable {...} end >``` >:v I know this is a joke, but I'll reply seriously anyway: loads of problems with this. 1. it ignores __tostring 2....