Ecosyste.ms: Timeline
Browse the timeline of events for every public repo on GitHub. Data updated hourly from GH Archive.
chrisfarms created a review on a pull request on playmint/playerchain-demo
good stuff
Steedie created a branch on playmint/playerchain-demo
fix-pnpm-start - A Playerchains proof of concept demo game. P2P, responsive, multiplayer without any third parties, via DAG consensus.
Steedie opened a pull request on playmint/playerchain-demo
Fixed doughnut death traps
## What Added wholes to the doughnut death traps ![image](https://github.com/user-attachments/assets/0f7fdb9b-1a24-4b80-93c9-12f77e20895a) ## Why Because players often get stuck in themSteedie created a branch on playmint/playerchain-demo
fix-doughnuts - A Playerchains proof of concept demo game. P2P, responsive, multiplayer without any third parties, via DAG consensus.
chrisfarms opened an issue on playmint/playerchain-demo
sometimes inactive bullets linger on screen
think they are not getting hidden when active correctlychrisfarms opened an issue on playmint/playerchain-demo
the "invisible" input box for chat is visible on windows
remove the CSS border on the "invisible" Chat inputldunnplaymint created a tag on playmint/playerchain-demo
v0.0.49 - A Playerchains proof of concept demo game. P2P, responsive, multiplayer without any third parties, via DAG consensus.
ldunnplaymint closed an issue on playmint/playerchain-demo
Bullets should be the same colour as the ship firing them
We need to differentiate between my bullets and other people'sldunnplaymint closed an issue on playmint/playerchain-demo
Bullets emit from the incorrect position.
They should always emit from the front center of the ship, but often appear to emit from the wings or other area around the ship.ldunnplaymint closed an issue on playmint/playerchain-demo
Bullets are bunching up
Bullets behave strangely, often appearing to lag behind the ship or bunching up into clusters. They need to be a consistent speed plus the ship's speed.ldunnplaymint closed an issue on playmint/playerchain-demo
enemy markers should be player colors
coloring the enemy markers to be the same as the player color they point at was lost during the performance portldunnplaymint closed an issue on playmint/playerchain-demo
Remove the reset/resume flow from prod builds
It makes sense in a dev build but in the prod version, people cant ever catch up so why allow them to try to resume? We should just make it always reset on bootldunnplaymint pushed 9 commits to main playmint/playerchain-demo
- disable resume for prod builds resume flow is confusing and mostly for internal use, drop it 144b207
- persist last used name as default 325f72f
- simplify schema to reduce state size and inc perf f07825f
- enable adaptive dpr 90e2b96
- fit the indicators above the energybar 5ec4517
- some hacky config to ios builds 6818fdf
- allow single player in dev mode 06bafc9
- fudge interpolation to make bullets look better 8dd9465
- per-player bullet models 8c3f6f3
ldunnplaymint closed a pull request on playmint/playerchain-demo
Various fixes
various fixes * resolves: #127 * resolves: #153 * resolves: #123 * resolves: #149 * resolves: #148 (as good as we gonna get it I think) * resolves: #42 and also: * reduce size of...chrisfarms created a comment on an issue on playmint/playerchain-demo
the bunching is because the cap on bullet velocity is less than the max velocity of the ship + bullet velocity (ie when you are flying in the direction of bullet fire they will be closer together ...
chrisfarms created a comment on a pull request on playmint/playerchain-demo
sorry for the combined PR, bad form on my part .... I had a bunch of different WIP branches locally was easier to tidy them up into one than pick them apart
chrisfarms created a comment on a pull request on playmint/playerchain-demo
superceeded by #167
chrisfarms closed a pull request on playmint/playerchain-demo
Remove "resume" flow from prod builds
## what * removes the "resume / reset" message when old data detected IN PROD BUILDS ONLY ... now just resets * keeps track of the last name used, and presents it as the default ## why *...chrisfarms opened a pull request on playmint/playerchain-demo
Various fixes
various fixes * resolves: #127 * resolves: #153 * resolves: #123 * resolves: #149 * resolves: #148 * resolves: #42 and also: * reduce size of serialized state by simplifying the ...chrisfarms created a branch on playmint/playerchain-demo
various-fixes - A Playerchains proof of concept demo game. P2P, responsive, multiplayer without any third parties, via DAG consensus.