Log from 2019-03-05:
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[02:15:28] <Lucifer_arma> blue?
[02:49:51] <ljrbot> New news from bzr: [0.2.9-sty+ct+ap-fork] r1085 Oops. Forgot these.. || [0.2.9-sty+ct+ap-fork] r1084 - Ported toggle from 0.4. Seems kind of hacky. Had to add an...
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[09:54:40] <tjohnw> Yeah on windows, at least from when I remember using it (It might have been someone elses version idk), something like https://i.gyazo.com/310631fc3e5edbd08b914e6af44acc00.png
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[15:12:37] <Lucifer_arma> tjohnw: that's not it, I don't think. ACME is a desktop app, so your screenshot should have the window decorations and stuff. It's not a web app at all.
[15:13:30] <Lucifer_arma> it's supposed to be our "official" resource editor. It got it's name back when it was only going to be a map editor. It could load a map and display it, and I was working on being able to edit the xml, with the intention of adding wysiwyg controls to it later.
[16:12:50] <Armanelgtron> armabell was also a desktop application, but IIRC it forces itself into fullscreen
[16:13:00] <Armanelgtron> and escape exits the application immediately, without asking to save
[16:30:12] <Z-Man> tjohnw: you got that right. Every game object (cycles and raycasting sensors) know which face they currently are on and when they move, they only have to check collisions with its surrounding edges.
[16:31:01] <Z-Man> Well, in the easy cases at least. There is complication when the grid gets modified (the game objects then have to find the new face they're on)
[16:31:40] <Z-Man> and not all collision relevant walls are in the grid datastructure. There are also temporary walls, the ones currently attached to cycles with one end.
[16:32:20] <Z-Man> I didn't know how to 100% dynamically integrate them into the grid tesselation, so I didn't.
[16:36:25] <Z-Man> Also, when the walls are inserted into the grid, it sometimes splits faces and adds extra vertices. That, too, could be avoided. Tesselation with constraints is well researched.
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