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"Modifies the text for a HUD widget. You can stitch values together dynamically.",
If you attempt to display a player name in a hud widget the player variable network state must be High Priority or non-hosts cannot see the player name. I believe this applies to player names in waypoints also but I have not tested that.
The text was updated successfully, but these errors were encountered:
Renamed AST content (folder and namespace hierarchy) to reflect the possibility of adding a new language. The current language is Bolt; at some point in the future, I hope to work on a language with symbolic variables and register allocation, which would be called Rivet.
Removed tagged string literal syntax (`"foo"#5`), as it doesn't accomplish the use case I intended it for. Instead, I'll have a hardcoded collection `script_strings[n]`, and aliases will be able to target items in this collection.
The scanner now throws an exception upon encountering an unterminated string literal. Additionally, more diagnostic information is collected.
Fleshed out a bit more of the parser. At this point, the scanner feels like it's mostly complete (extracting pragma directives from inside of comments is a larger challenge; the current design is not well-suited for this), so we should start moving on to the parser which will consume the scanned tokens.
ReachVariantEditor/native/src/ReachVariantTool/game_variants/components/megalo/actions.cpp
Line 483 in f8d3038
If you attempt to display a player name in a hud widget the player variable network state must be High Priority or non-hosts cannot see the player name. I believe this applies to player names in waypoints also but I have not tested that.
The text was updated successfully, but these errors were encountered: