@SethV Spam issues, I havent seen any? What do you mean?
Your emails getting picked up by spam filters - it won't happen if you add DMARC or even just SPF and DKIM.
You're using a .NET compiler < 4.0. Howto change it:
Basically you just need to target a later version of .Net in Visual Studio.
Unity uses a custom build of Mono, an open source .Net implementation, some of the language features don't strictly correspond to the Visual Studio defaults when compiling it with .Net.
This VS2015 extension might fix the issue too:
EDIT: not sure what version of Unity SL are using but if it's Unity 4, it's using Mono 2.6 with a preview flag enabled which means it has optional & default parameters over and above what is expected for that version of the language. Links:
I'm not sure that is what the bug is but that's what it looks like.
I'm a full stack dev - I just read a lot.
Path of Exile has a really good solution to both the opt-in research and the currency.
Opt-in fresh world competitions where players agree to sit a test and be studied. I can't imagine it being a good move to subject paying gamers to studies without an option otherwise.
Consumable random rewards as currency works really well in Path of Exile too.
The randomness means that it has an economically independent value like gold but it also has a natural deflation behaviour - if people get too many of them, they will burn through them trying to get a specific outcome from the random reward.
(Usually you end up stock piling them to get a 6-link but hey, I had "too many" when I burnt 300 fusing orbs that time.)
The kind of thing they affect creates a natural hierarchy of denominations as well.
Exchange rates: http://www.poeex.info/
It seems like there'd be lots of good options for consumables in Eco.
Just in case you guys are new to Git, I find everyone has a different way of using it. I'd been console only for years until I started a job at a place with 300 odd devs and GitHub enterprise. Here's some of the stuff we do...
If it's GitHub then it's generally GitHubFlow, a variant of GitFlow which includes pull requests.
Learn to rebase your local updates - it makes the history much more readable and will make your pull requests way smaller (when you encounter this pain, you will understand what I mean).
<code>git rebase -i <target branch></code> will start an interactive rebase (the best kind) by bringing up a textfile with instructions - it's worth just trying it out and seeing what happens (with a test repo).
<code>git rebase --ignore-date <current base branch></code> will rewrite all of your commits to now so they're all nicely grouped together in the history.
A lot of people don't seem to twig that any git repo directory is a valid target for a remote - super handy for working on two versions of code or exchanging code without the rigmarole.
It seems like GitHub Desktop is the GUI tool to use these days. GUIs help because they conventionalise merge, rebase and conflict commit messages.
https://github.com/nvie/gitflow - the console tools for git (hub) flow by the guy who came up with it.
If you use this, you'll get automatic release notes simply through the way it integrates with Git's tag system and how GitHub presents them.
https://github.com/GitTools/GitVersion - .NET tools for getting different formats of code version from the git history - super useful for CI
Change your git text editor and diff tool to something you might actually want to use.
kdiff3 is decent and pre-configured if you're after a free diff tool.
Get line endings sorted in a .gitattributes file and get a white-list style .gitignore because it is very hard to get rid of unwanted files once they make their way into the repo.
PuTTY is pretty key in Windows for not having to enter the password for your ssh key all the time.
On 100% zoom, the second line of detail text janks one pixel up and down during the anim
110% - it looks like the text got a minor bold on mouse over
125% - the last line of text janks
Have fun! :D
I think if you apply an identity 3d transform or a z-index, it'll keep the element permanently animated (in its own stacking context which may mess with your layout). Setting the opacity to 99% might work too.
What I'm seeing is a flicker on anim begin/end between anti-aliased text (animated rendering) and sub-pixel (clear type) text - this happens because the GPU can't do sub-pixel rendering (AFAIK at least).
In theory it'll only happen on Windows with clear type enabled and in a browser with both native text rendering and gpu acceleration support...? (Not so sure there.)
At least I think that's what it is. Link:
Hi I'm Seth Veale and I'm the only one with my name so you can google my linkedin if you feel the need.
I'm kind of here to bliss out and play video games. Thought I might SS some gifs of stuff I thought was fun. :)
I didn't really expect to see the code or internals so I'm looking forward to reading it and seeing how it all works.