But that doesn't break downstream templates, right? The values are still the same and several layers of inheritance work perfectly.
Even if I'm wrong, unfortunately this kind of change is important if we want a tidy codebase which we can work on. Sorry for the inconvenience (if any)...
Nothing on OSX has to be purchased, in fact it's pretty straight forward I think.
https://trac.wildfiregames.com/wiki/BuildInstructions#OSX
The problem w/ testing something like render bugs is that you won't really know they happened w/o seeing them for yourself, so just because something built OK it doesn't mean everything visually is right. I am planning on moving to a Linux machine full time soon. These OS updates break nearly everything (homebrew, .dotfiles, etc) on every release and not worth the development headache. Post back if you have any issues.
Has the speed of units or more specifically altering their speed stats ever been a problem? I see this as a solution to a non-issue, so I'm not wanting to waste time altering all my templates for this seemingly random change.
More 0AD on Twitch! Some of you guys are becoming pretty regular, which is amazing to see. It's going to be more fun and more multiplayer for the rest of the day!
https://www.twitch.tv/chaffcommandercoffey
Currently, all mods are showed in the same multiplayer room, right? Don't know if there should be different rooms, or it could be a label like the numbers of players or the rating, showing the mod.
This should be relevant, now that Hyrule have been released, and have 950 download only the first 15 hours.
Merging could probably be done by not rendering that part of the circle if some other entity already has a range overlay with the same identifier on that exact location.
(There was some related cleanup code, but if it was only D672, then there won't be merge conflicts)
(Also there's still an attack range visualization patch around iirc)