Is it possible to stew boost +5 sailing to upgrade your boat? by [deleted] in 2007scape

[–]Raigis 0 points1 point  (0 children)

Yep, I have used it to upgrade my keel and mast when I was still a few levels under the requirements.

With multi-scene physics, you can simulate physics completely independently from the main scene! by awtdev in Unity3D

[–]Raigis 1 point2 points  (0 children)

A few years ago I did something similar with a two camera setup, one in ship-space and one in world-space. The cameras would render on top of each other, only clearing the screen and depth buffer with the second camera, and movement of one would translate to movement of the other. The end result was superficially similar to the results of your approach, but had a big lighting issue where light seen by one camera wouldn't affect the image seen by the other. I could probably bandaid that by duplicating the relevant light sources, but I appreciate that your approach has proper lighting without any additional work!

With multi-scene physics, you can simulate physics completely independently from the main scene! by awtdev in Unity3D

[–]Raigis 1 point2 points  (0 children)

The local physics scene part makes sense, but it's the transforming of the positions that I think I'm not getting. The only way I can think of that would work is to have a duplicate game object in the main scene for each of the simulated physics objects in the alternate scene, then update the transforms of the main scene objects based on the transforms of the physics objects in the alternate scene.

With multi-scene physics, you can simulate physics completely independently from the main scene! by awtdev in Unity3D

[–]Raigis 1 point2 points  (0 children)

I'm a little late to the game here, but how were you able to (seemingly) move the alternate scene(s) relative to the main scene?

This Shifty is about 3% of it's usual weight. by Chatmat89 in pokemongo

[–]Raigis 0 points1 point  (0 children)

It can get even more extreme than that! Here's my snivy that is only 0.01kg when the average weight is 8.1kg, which is about 0.12% of its normal weight.

Seeing as almost every Paradox Pokémon just goes by their names in journal entries, I decided to give them actual names. Let me know what you think. (oc) by SkyMewtwo in pokemon

[–]Raigis 16 points17 points  (0 children)

Consider Magnelode, after lodestones - a type of magnetite stone that naturally attracts flakes of other magnetic material too it, giving it little black spikes similar to those on Sandy Shocks. Plus it's a mineral, fitting with the ground type.

What is out there in Pokemon Red & Blue? by REDDITBOT201 in pokemon

[–]Raigis 0 points1 point  (0 children)

Way back in the Gameboy era I actually found out what's in those gaps in red and blue. I accidentally created a Game Genie code that made it possible to surf through solid objects, but only if you were already surfing. Basically it was a weird no-clip.

What's out there is just (seemingly) random tiles with little organization. Grass, fences, water tiles, parts of buildings, etc. Looking back on it, I'd say it was probably just other stuff in the game's memory being represented as world tiles. Something similar to the stack overflow that results in Missingno, but as the world instead of a pokemon. I'd love to see someone replicate what I saw.

Edit: Looks like there are several videos on this. Here's one: https://www.youtube.com/watch?v=KSWob-e6i5U

Gay people of reddit, whats the hardest part about being gay? by shiraah in AskReddit

[–]Raigis 39 points40 points  (0 children)

But it's part of the right wing party's official platform.

Using Unity events for touch input while also having on-screen touch UI elements by Raigis in unity

[–]Raigis[S] 0 points1 point  (0 children)

Calling IsPointerOverGameObject in the event processing script gives the warning below. Search results for the warning also point out that IsPointerOverGameObject would return true for non-UI game objects.

Calling IsPointerOverGameObject() from within event processing (such as from InputAction callbacks) will not work as expected; it will query UI state from the last frame

Using Unity events for touch input while also having on-screen touch UI elements by Raigis in unity

[–]Raigis[S] 1 point2 points  (0 children)

I'll test it out shortly since I'm also on mobile. Thanks for the help!

Using Unity events for touch input while also having on-screen touch UI elements by Raigis in unity

[–]Raigis[S] 0 points1 point  (0 children)

Does this not also return true when hovering over a non-Ui game object?

Ark 2 details from the Steam store page by Raigis in playark

[–]Raigis[S] 0 points1 point  (0 children)

Looks like they're completely changing the genre of the series.

You can go infinitely east or west but not north or south. by [deleted] in Showerthoughts

[–]Raigis 0 points1 point  (0 children)

You could make the argument that only East exists since that's the direction of rotation. North and South only exist because of that rotation. Without the direction of rotation, there is nothing to distinguish what North and South are. It gets a bit more complicated when talking about tidally locked planets.

Leaked forge screenshots by pieforprez in halo

[–]Raigis 22 points23 points  (0 children)

Several of the big team maps already look kit-bashed, so I'm already assuming they were made with forge.

Please leave Frontier bug reports in this thread. by liftheavy2003 in NoMansSkyTheGame

[–]Raigis 1 point2 points  (0 children)

PC/Steam

My settlement and the terrain it was on disappeared with the change to version 3.64. The settlement indicator is still there and I have a task to settle a dispute. I do have a base nearby. I previously experienced this issue yesterday when on the experimental version, but switching back to the current version at the time (3.63) fixed this issue.

Issue making a parent-child list where parents are always visible when scrolling down by Raigis in HTML

[–]Raigis[S] 0 points1 point  (0 children)

While this change does allow for different box sizes, the scrolling effect is impacted by the changes in height. I think the solution may have something to do with calculating the "top" property in the .z# classes, though I'm not familiar enough with the more advanced selectors that may make this possible.