![]() explosionfix: if set to 1, explosion damage won't propagate through thin bruses.Fixes an infamous exploit on crossfire map. satchelfix: if set to 1, doors won't get blocked by satchels.WEAPONS_ANIMATION_TIMES_FIX fixes deploy and idle animation times of some weapons.HANDGRENADE_DEPLOY_FIX makes handgrenade play draw animation after finishing a throw.TRIPMINE_BEAM_DUPLICATION_FIX fixes tripmine's beam duplication on level transition.CROWBAR_IDLE_ANIM makes crowbar play idle animations.GAUSS_OVERCHARGE_FIX fixes tau-cannon (gauss) charge sound not stopping after the overcharge.CROWBAR_FIX_RAPID_CROWBAR fixes a "rapid crowbar" bug when hitting corpses of killed monsters.CROWBAR_DELAY_FIX fixes a bug when crowbar has a longer delay after the first hit.Fixed tripmine sometimes having wrong body on pickup Patchīugfix-related macros that can be enabled during the compilation:.Fixed weapon deploy animations not playing sometimes on fast switching between weapons.Fixed alien controllers facing wrong direction in non-combat state.Fixed beam attachment invalidated on restore (that led to visual bugs).Fixed a potential overflow when reading sentences.txt.Fixed flashlight battery appearing as depleted on restore.Hand grenades don't stay primed after holster, preventing detonation after weapon switch.Brought back gluon flare in singleplayer.Tau-cannon (gauss) beam color depends on the charge as it was before the prediction code was introduced in Half-Life.Tau-cannon (gauss) plays idle animations.This bug affected houndeye attacks as their attack depends on percieved number of squad members. Fixed a bug that caused talk monsters (scientists and security guards) to face a wrong direction during scripted sequence sometimes.Technical detail: the problem was a check for a wrong variable. Monsters now play idle sounds as it's supposed by the code.Technical detail: now monster's Activity is set before the call to SetYawSpeed. Fixed an occasional bug when houndeyes stuck unable to do anything.As a result, native binary debugging tools, such as GDB, LLDB, or the Visual Studio debugger can be utilized.Half-Life SDK for GoldSource & Xash3D with some bugfixes. The CMake-based, itk-wasm build system tooling enables the same C++ build system configuration and code to be reused when building a native system binary or a WebAssembly binary. How to Debug WASI Pipelines with ITK-Wasm.You should use CMake, not manually write makefiles. Learning C++ gives me anxiety, is this normal? We will also need to have FFmpeg installed locally, so let’s feed two birds with one. On macOS, you can install CMake with Homebrew. It generates a make file, setting compiler paths for any third-party libraries. CMake is cross-platform tooling useful when working with C++. Of course, another way to set these variables is to use the -D flag as you suggested, but I was just wondering why you would prohibit using set(CMAKE_*).Ĭreating Whisper Video Captions: OpenAI VTTīefore you can use whisper.cpp, you need to clone the repo and compile the C++ code into a binary. Then looking at any one of the many examples provided on, it's clearly a viable way to do set(CMAKE_*), (e.g., set(CMAKE_CXX_STANDARD 11) I can now confirm that mingw-w64-cmake and the binary from do operate in mostly identical ways. Oh I just assumed it was talking about the one from since I was having trouble. Questions Regarding working with Mingw_w64, MSYS2, and CMake on Windows
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