I never said father issues. If you want to frame it like that, mother issues would be more accurate. The story is that Skynet is trying to defend its existence by killing John Connor. In order for John and crew to…
Of course. How else are you going to milk a franchise?
Not exactly. Terminator Salvation didn't have time travel.
Since no one is talking about it: T2 isn’t about machines taking over the world. That has happened (or will happen). But humans eventually defeat the machines. Skynet is trying to prevent that by killing John Connor.…
Parents have the ability to take any phone or pad out of their hands.
I said read access. The point is that there’s restricted information that only some can access.
Does it actually restrict read access to specific directories? Unless I missed it, I didn't see anything in the docs about that.
It's a separate tool from Unreal Engine, so you don't need to constrain yourself to its conventions. You're also not going to use UObjects, its reflection layer, serialization, and all that other stuff for a tool that's…
Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have…
You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow…
A couple of holdouts? Hardly. Capcom uses the RE Engine. Released ~4 games with it in the past three years. In fact, SF6 went from UE to RE Engine. Death Stranding 2 is Decima. Id still uses IdTech, and that's never…
That'll never happen. The engine's entire serialization system is built around their custom reflection layer and UHT. Not to mention how this would affect licensees. PLUS, they just laid off a bunch of people, and the…
Lack of sufficient tooling support was my issue. Debugging and autocomplete was a flaky mess in VSC. The plugin for VS pro wasn’t much better. I did not like DUB at all. Its default behavior was to not segregate…
I found the lack of mature tooling to be hugely problematic. The Visual D extension always felt flimsy and unreliable when debugging D. DUB also exhibits weird behavior. For example, I wanted it to produce separate…
They are there.
You and me both! I thought this thread would have a bit more praise for Jeff's work after all of these years, but it's just a bunch of Debbie Downers taking a collective dump on it just because they don't like the look.…
I never said father issues. If you want to frame it like that, mother issues would be more accurate. The story is that Skynet is trying to defend its existence by killing John Connor. In order for John and crew to…
Of course. How else are you going to milk a franchise?
Not exactly. Terminator Salvation didn't have time travel.
Since no one is talking about it: T2 isn’t about machines taking over the world. That has happened (or will happen). But humans eventually defeat the machines. Skynet is trying to prevent that by killing John Connor.…
Parents have the ability to take any phone or pad out of their hands.
I said read access. The point is that there’s restricted information that only some can access.
Does it actually restrict read access to specific directories? Unless I missed it, I didn't see anything in the docs about that.
It's a separate tool from Unreal Engine, so you don't need to constrain yourself to its conventions. You're also not going to use UObjects, its reflection layer, serialization, and all that other stuff for a tool that's…
Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have…
You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow…
A couple of holdouts? Hardly. Capcom uses the RE Engine. Released ~4 games with it in the past three years. In fact, SF6 went from UE to RE Engine. Death Stranding 2 is Decima. Id still uses IdTech, and that's never…
That'll never happen. The engine's entire serialization system is built around their custom reflection layer and UHT. Not to mention how this would affect licensees. PLUS, they just laid off a bunch of people, and the…
Lack of sufficient tooling support was my issue. Debugging and autocomplete was a flaky mess in VSC. The plugin for VS pro wasn’t much better. I did not like DUB at all. Its default behavior was to not segregate…
I found the lack of mature tooling to be hugely problematic. The Visual D extension always felt flimsy and unreliable when debugging D. DUB also exhibits weird behavior. For example, I wanted it to produce separate…
They are there.
You and me both! I thought this thread would have a bit more praise for Jeff's work after all of these years, but it's just a bunch of Debbie Downers taking a collective dump on it just because they don't like the look.…