#arma3_feedback_tracker

1 messages · Page 31 of 1

sinful kettle
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sorry to interrupt
is there a way to hide the Development Build watermark at the bottom right corner of the game?

untold sky
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its a config thing

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you can hide with mod
in RscDisplayMain
IDC is IDC_MAIN_VERSION_DEV
search for that in one of these
#include "\a3\Ui_f\hpp\defineResincl.inc"
#include "\a3\Ui_f\hpp\defineResinclDesign.inc"
#include "\a3\Ui_f\hpp\defineDIKCodes.inc"

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you can probably script too

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have fun playing around

finite anvil
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"no fix" is fine for me. I have also updated the biki with this information.

desert trench
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@simple shuttle @sterile nova brief heads-up on weaponLockDelay >= 1 use for tank main gun - as result the AI gunner under player command no longer engages by himself (when using autoFire = 1 for the weapon)

in other words while the AI no longer fires early and hits better with the first shoot under player command, as downside its back to required fire order for each shoot instead of "open fire/fire at will"

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so 🙏 to the gods to get attention instead for:

AI tank gunner fires (under player command only?) first shot too early and thus always misses first shot
https://feedback.bistudio.com/T152879

would help with tank missions a great deal - some others said its also an issues for other weapon types (unguided AT rockets, infantry weapons)

simple shuttle
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Yeah just be wary, it makes autocannons not shoot - so keep it at zero there

daring wagon
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Glitchy, the sound fits perfectly 😄

untold sky
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can you turn the camera in 3den with keyboard? without using mouse?

daring wagon
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I think do

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Would need to check though to be sure

untold sky
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pretty annoying. Also I need to turn sound recording off

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Now you cannot use the move widget to move objects up, when looking at it from top-down.
But i think that's... correct?
Old behaviour is, the object just glitches away unpredictably.. so I guess this is fine

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But I think thats fine

daring wagon
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It's fine, usually one doesn't work in bird view anyway

untold sky
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Yeah Karel confirmed too

restive bone
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yayautism Thanks for fixing it Dedmen

untold sky
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Now only need to also fix it in ModelSpace transformation with a rotated object meowsweats

gray wharf
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possible to add superspeed and ultrasuperspeed to Eden too? with Ctrl / Alt :3

restive bone
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I'd personally like an option to go slower heh

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For things like getting the camera into a house/room

gray wharf
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it is slower when near an item/wall though?

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but yeah a Shift = 50% and Alt = 200% speed would be neat

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(or the other way around, IDC)

restive bone
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I'd have to check how well that works but I think giving the user the option to go slower on command would be better

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I think shift = faster is better since thats the way it is as an actual character

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otherwise you're just gonna confuse peoples muscle memory

gray wharf
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I like that

restive bone
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awe lou too fast

daring wagon
untold sky
daring wagon
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Thanks 🙂

gray wharf
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btw, Dwarden mentioned having clouds casting shadows at one point… would it still be possible at that stage? 👀

untold sky
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everything is "possible" but no

gray wharf
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I mean possible within the margin of reality so YES duu eeet

pulsar isle
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Guys is the broken VON slider on the radar to be fixed? Its been bugged since last update, cant adjust VON independent of Main slider, so if your playing on an official server that does not allow mods and you use jets/helis or volume is high it is very hard/impossible to hear your teammates over VON

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Also we suffered an issue today on EU Offical Warlords 1 where someone was spamming in at least 30 Darters over our home base preventing us from fast travelling, is there anyway to fix this exploit as it can really ruin a round

gray wharf
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@pulsar isle VON slider bug acknowledge and fixed, to be released in next patch (already in devbranch)

pulsar isle
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Okey Dokey Cheers

untold sky
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Also already in performance branch

sleek scaffold
gray wharf
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the moon does

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you can have only one shadow-casting light source in the scene afaik

untold sky
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Only one light direction.
There's a script command that returns that

daring wagon
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#arma3_gui message (calling function in "onLoad" EH) Can any dev give more info about that? Seems kinda random.

sinful kettle
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Alternative syntax for find command adds an option to start searching from an offset
is this really implemented? and how does the syntax look like?
for example if I did:

[1,2,3,2] find [2, 2]; //look for 2 starting from index 2

it makes no sense because I'm searching for [2,2] and not 2

untold sky
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from when is that entry?

untold sky
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as "reverse" also refers to string, find probably also only for string

sinful kettle
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ah dammit. I thought it also worked with arrays.
thnx for the reply

untold sky
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good timing I can just check the change

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"string" find ["needle", from]
syntax

sinful kettle
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Is there any way an array version can be implemented too?

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I can't think of a good syntax tho

untold sky
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I think it'll need a new command name

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can't think of a way to differentiate from find array and find value at offset

sinful kettle
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yeah
what about a new syntax for count? does it make sense? like:

_array count _data

for a faster way of doing:

{_x isEqualTo _data} count _array
untold sky
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neat idea I guess

sinful kettle
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and also maybe something for select too:

_array select _data
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because I use this stuff a lot

untold sky
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neat idea, but I don't like it.
You can come up with a dozen more things that you would also like to do like this with same syntax

sinful kettle
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what about some new commands? is that possible?

untold sky
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possible sure, but the performance impact is so minimal, and so few people need it. Probably not worth the time?

sinful kettle
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performance impact is so minimal
but since it's an "engine" loop it would be faster right?

untold sky
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yeah

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might aswell make a JIT compiler for these easy things to dynamically build a most effective engine function dynamically and use it in the loop 🤣

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(which I can actually do, and it would be a awesome learning experience, but I doubt I have one or two weeks with literally nothing else better to do...)

sinful kettle
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is there any chance that this might be implemented?

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I need the ASLW depth for my path generation script

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but right now I have to use a test object to get the depth

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and it is not optimal at all

sinful kettle
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Bug: RscEdit controls with ST_MULTI that are created with ctrlCreate loose their "scrolling" ability (hold click+move mouse doesn't change the view)

It might be related to the resizing (ctrlSetPosition)

Is it known/fixed or do you want a ticket?

daring wagon
untold sky
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Ticket please Leopard (with repro script), is that new with profiling branch? Aka is it my fault?

sinful kettle
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I'm not sure!

untold sky
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Well if you can also reproduce on 2.00 stable, or dev-branch then its not my fault :3

fickle root
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please, fix this, after more than 7 years:
https://feedback.bistudio.com/T61125 - helicopter/jet roll left/right (A/D) using a controller/joystick is much much weaker than with keyboard
it's not a wish for useless stuff and not low priority, since it's not working correctly and makes using joysticks/controllers a pain in the ass (vs. keyboard), partially defeating the support of joysticks/controllers
https://feedback.bistudio.com/file/data/hjlsfwd6w6ra6cc5ca7y/PHID-FILE-k2rgabzszqvovw7qvi4r/helicopter-cyclic-limits.jpg
https://www.youtube.com/watch?v=YMsCevelCcg

First of all, this was a bug and it`s been fixed a long time ago.
This bug was very annoying as it made flying with a joystick impossible compared to other input methods.

▶ Play video
fickle root
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https://feedback.bistudio.com/T152274 - [Feature Request] Helis able to take off and land like jets, using their wheels and hand brake (X) (no AFM used!)
https://feedback.bistudio.com/T152273 - [Feature Request] Add illuminating under barrel grenades
https://feedback.bistudio.com/T152279 - Change PiP (picture in picture) setting from quality presets to a distance slider and move it to/under overall/objetcs/shadows sliders
https://feedback.bistudio.com/file/data/5hv3cacdj3yudtc3wnzr/PHID-FILE-bhcwub3qfndbrjcexrbt/Arma3_x64_2019-08-31_00-56-30-805.jpg

desert trench
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Fix/prevent helicopters from force-exploding when they fall/lay on the side
also very unlikely as its a deep engine behavior

sterile nova
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also very unlikely as its a deep engine behavior it's couple of if's in engine which are force destroying helicopter. It would be doable but then god knows what edge cases will emerge

untold sky
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Yeah I wanted to look into the helicopter one. And reyhard had some ideas. But it opens a can of worms and don't think it's really thaaat important

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Oh I guess I forgot to assign the pip one

restive bone
untold sky
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" [Feature Request] Helis able to take off and land like jets, using their wheels and hand brake (X) (no AFM used!)"
if I understand right the only issue with that is that without AFM, helicopter breaks are always enabled. and not only enabled when you press button.
Backwards compat wise that's problematic... We'd need to make it optional and have the old behaviour by default

restive bone
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launches an old mission and watches all the helis on an aircraft carrier just slowly roll of the side

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the police boat "C_Boat_Civil_01_police_F" hasn't got a siren.

the police cars and vans use an entry in their config like this:

weapons[]=
{
    "policeHorn"
};

the boat does not.

restive bone
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heh tru, not for that specific change tho

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and I actually havent booted up dev branch in a while, I spend most of my time on main/perf branch

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dedmen set Ref Ticket to AIII-52876.
ConfusedDog whats that?

untold sky
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internal ticket number for reference
Maybe I can hide that for normal users

restive bone
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Ah oki, nifty

sinful kettle
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Hey Dedmen, I'd asked this question before but no one gave me an answer.
So are there any specific limitations that might make this request impossible?
https://feedback.bistudio.com/T150070

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Or can I stay hopeful that one day it might be implemented?!

untold sky
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animation issues

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we can probably do "try to aim in that direction" as a command to AI

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guess that would work

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but can't do a "set current weapon direction now"

sinful kettle
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the vanilla AI do have some aiming thing

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can't you make that accessible as a scripting command?

untold sky
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lookAt command :U

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Can't tell without having looked at the code

sinful kettle
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no I mean what the game uses in WEAPONAIM AI feature

untold sky
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dunno :U

sinful kettle
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ah ok. I imagine you'd be very busy right now but if you find some free time can you take a look to see if it's possible? I'd really love that command (and many people had asked for such thing before)
It doesn't have to implemented any time soon but just knowing that it's possible and it might be implemented would be nice
and I only need it for the AI. so if it doesn't work with players that'd be perfectly fine

uncut briar
restive bone
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disable through keybind or?

daring wagon
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CTRL + B Toggle Brakes

untold sky
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I thought it was push to break in AFM? I don't use AFM since SOMEONE lost my joystick... notlikemeow

sterile nova
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brakes are actually permanently disabled if you use PhysX setup - it would be nice to toggle them actually

untold sky
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I hate trying to do a sliding landing, only to break the helicopter instead of it rolling on the ground.. So I'm definitely interested in it

gray wharf
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and taxiing is nice too

unborn acorn
uncut briar
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there's even brake icon on HUD

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near lights etc.

untold sky
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if its toggle, it would be very easy to fix (relatively speaking)

young oasis
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Haven't gotten around to making a ticket for this yet, but has anyone reported the "patch bug" yet? It's been a thing for a few versions. Happens when BIS_fnc_setUnitInsignia is called on a unit wearing a uniform that supports insignias and they switch to a uniform that doesn't support them. Clients that JIP after this will see the insignia forcefully applied all over the uniform. Not something that's fixable scriptside, since BIS_fnc_setUnitInsignia on a unit with unsupported uniform will always fail, even if it's trying to set the insignia to blank.

untold sky
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never seen or heard of that

uncut briar
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same

untold sky
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I know how it could happen I guess. But never seen it happen

young oasis
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Cool. Will open a ticket and get screenshots. Happens very often on my unit since we apply rank patches when players connected via that function.

untold sky
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without a repro that works, we probably can't fix it

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I think its a race condition as the script is spawned maybe?

young oasis
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I've noticed that calling BIS_fnc_getUnitInsignia after changing uniforms to an unsupported one still returns the old insignia.

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My guess is that no checks are made if the uniform supports the thing, and it's just forcibly applied to the first selection it gets.

spare vine
young oasis
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That's exactly it.

restive bone
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Wow

spare vine
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PS. we use modded uniforms (RHS) and does only happen to specific ones.
A temp fix is to simply take of the uniform and put it on again (without calling BIS_fnc_setInsignia again)

fickle root
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Yeah I wanted to look into the helicopter one. And reyhard had some ideas. But it opens a can of worms and don't think it's really thaaat important
well I don't know what to think if you think that...
couple of if's in engine do force-destroy helicopters
by making them force-fall on their side when they shouldn't, despite them having 0 damage to any of their parts other than the main rotor and already landed perfectly flat on their both sides on a flat surface... is not really that important

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it happens hundreds of times, for a lot of pilots, on a lot of servers, daily, for years, while they're doing everything correctly when emergency landing helis

untold sky
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last time I've seen it happen was like 3 months ago

fickle root
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one thing is to know that you, your heli and/or the crew died because of mistakes and you just accept there are things you still have to learn to get better at it
a completely other thing is when you know what and when to do, but you know you still will die 100%, because Arma decides it wants to make your heli force-fall on the side and force-expolde it, just because why not

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I see very very often on our 3 servers

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daily

untold sky
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ok. Doesn't change what I and reyhard have said.

fickle root
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200 KotH players transporting all day long people to AO and a PvE server people doing same

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it could have been ok if it was a sufficiently inclined surface and you not landing properly, but when it's perfectly flat and you emergency-land perfectly horizontally touching the ground with both sides of the heli at the same time and keep pressing the button to make the stick to the ground and you see/whiteness Live that the game forces it to fall on the side, defying all the physics laws, there are no words to describe it

untold sky
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That's a seperate bug of what we were talking about

fickle root
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?

untold sky
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we were talking about fallen over helicopters just exploding

fickle root
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I'm not talking about wheels and brakes working

untold sky
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not about helicopters falling over without reason

fickle root
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well, if at least you could prevent them from exploding if not enough damage done to specific parts or damage in total to different parts, it would have been a huge improvement already
since it's not a problem to implement an action in the menu to flip a vehicle in the SP/MP mission
we already have such option in KotH and Evolution missions

fickle root
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" [Feature Request] Helis able to take off and land like jets, using their wheels and hand brake (X) (no AFM used!)"
if I understand right the only issue with that is that without AFM, helicopter breaks are always enabled. and not only enabled when you press button.
Backwards compat wise that's problematic... We'd need to make it optional and have the old behaviour by default

make the brakes enabled by default and allow to disable them. (toggle, i think it's a toggle in afm too)
CTRL + B Toggle Brakes

brakes are actually permanently disabled if you use PhysX setup - it would be nice to toggle them actually

I hate trying to do a sliding landing, only to break the helicopter instead of it rolling on the ground.. So I'm definitely interested in it
if its toggle, it would be very easy to fix (relatively speaking)

toggle would be the nicest thing ever, but otherwise I would be happy even if we had the possibility to unlock the brakes at least while keeping X pressed (would be the opposite of manual brakes)
so you hold X to allow the heli to roll and release X in short sessions several times to significantly slow down or completely stop the heli when the speed is already super low, like 20 km/h, that is prior to this achieved by the friction with the ground, when landing like a jet and pressing the heli down to the ground with Shift

or make it like for jets (don't know how exactly they work now + they don't have AFM)
they lose speed only while pressing/maintaining X (air brakes) and once the speed on the ground is 0, you don't even need to still press X, since it has come to a complete stop with 0 km/h

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yeah, jets are the best example - no AFM, wheels work, X (air/manual brakes) works

fickle root
# restive bone *launches an old mission and watches all the helis on an aircraft carrier just s...

as you can see here, despite the jet having working/turning wheels, it being on a really steep hill and me not pressing X or applying any thrust, it still doesn't roll of, so helis wouldn't as well of of an aircraft carrier
even when I turn off the engine and get out, it still doesn't roll of the steep hill even 1 mm
so I assume same/similar could be done to helis - working wheels and X (manual brakes)

it would have revolutionized Arma (no jokes!)
it would have been a really nice present for all the community. there are really a lot of people flying helis in Arma on daily basis for years
https://www.youtube.com/watch?v=-8exxiLfxM0

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I'm willing to test it in dev or perf

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perf would have been best, since possible to connect to any server and it's updated much more frequently than dev + since I suppose it's only client thing/change?

sinful kettle
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Bug: render to texture will not update if you try to use the same r2t name with a different camera after the last one is destroyed.

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cam1 = "camera" camCreate [0,0,1e3];
cam1 cameraEffect ["Internal", "Back", "tag_r2t"];
cam1 camSetPos ASLtoAGL getPosASL player;
cam1 camSetTarget player;
cam1 camCommit 0;

now use it as a texture:

"#(argb,512,512,1)r2t(tag_r2t,1.0)"
camDestroy cam1;
cam2 = "camera" camCreate [0,0,1e3];
cam2 cameraEffect ["Internal", "Back", "tag_r2t"];
cam2 camSetPos ASLtoAGL getPosASL player;
cam2 camSetTarget player;
cam2 camCommit 0;

the texture won't update anymore.

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in other words, it appears that destroying a camera doesn't terminate the r2t
you have to terminate the r2t manually:

cam2 cameraEffect ["terminate", "Back", "tag_r2t"];
cam2 cameraEffect ["Internal", "Back", "tag_r2t"];
sinful kettle
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Also, setVariable doesn't work on cameras

daring wagon
untold sky
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Definitely need backward compatible

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@solid marten does the scripting stuff

solid marten
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what do you need that function for when you have import?

daring wagon
solid marten
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I don’t see repro in that ticket @daring wagon

daring wagon
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Repro was added @solid marten

young oasis
desert trench
#
soldier[B_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
 ➥ Context:     [] L173 (...\initServer.sqf)
    [] L124 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])
    [] L150 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])
    [] L168 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])
    [] L170 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])```
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is the stack trace triggering quite generic or why is it active for "Some of magazines weren't stored in soldier Vest or Uniform"

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like with the class name one has the relevant info

i guess one can overloaded the equipment via Eden/scripting too, but AFAIK this would not trigger the above warning

untold sky
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it is generic yeah

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it triggers on every warning/error.
I guess that magazine message is a warning, and thus it prints all context that it has available

desert trench
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kk

sinful kettle
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would it be possible to add mouse support for horizontal scrollbars as well? (for mice that have that feature)
or maybe a simple "Alt+Mouse Wheel" to scroll horizontally?

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I find it inconvenient that you have to click and drag the scroll.

untold sky
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posiible yeah, easy yeah
for the hotkey+scroll

sinful kettle
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I tried to mod it myself, but the problem is the vertical one moves too!

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and you can't override it.

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doesn't have override

sinful kettle
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can we have something between a "simple object" and a "full object"?
like a simple object that also has velocity simulation

gray wharf
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createNotThatSimpleObject?

untold sky
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no

restive bone
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huh this would be nifty, that way a profile dying wouldnt cause your loadouts to disappear aswell, props too late in development to implement it though https://feedback.bistudio.com/T78883

It would be very convenient if every loadout would be stored as a seperate file i.e. in "\Arma 3\loadouts" that the arsenal could read at startup.

restive bone
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Not enough info/ props just not understanding the game correctly

gray wharf
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it's DayZ

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(see the infobox to the right)

restive bone
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Oh right derpWolf

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didnt have my query set up correctly and just noticed it while looking at another ticket

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This can props be closed aswell, no? doubt enough people are importing missions from 2d to 3d at this point to make it worth the effort to fix it https://feedback.bistudio.com/T86187

Intro not imported from 2D Editor to EDEN

gray wharf
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to be reviewed by BI then @restive bone

restive bone
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Oki bongocat

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Do you want me to post stuff like that aswell so you can pass it on or just skip it?

gray wharf
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I don't "pass on" anything really, I just change status (usually to closed) for stuff done, or delete/edit user messages to prevent spam 🙂

restive bone
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Ye I knew you just closed stuff but wasnt sure about the reviewing by Bi thing

daring wagon
untold sky
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possible yes

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k thx bye

daring wagon
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Just shoot me a msg if you want a ticket.

untold sky
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just check for isGamePaused

desert trench
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would it possible please to look into this one

buoyant salmon
gray wharf
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yep!

daring wagon
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Is there a way to create sections in a code file? In VS Code I could use #pragma region and #pragma endregion but Arma has issue with that 😦

sinful kettle
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isn't that just a VSCode thing?

daring wagon
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Dunno if other IDEs support it

sinful kettle
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I don't think they do

daring wagon
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I just hoped arma would ignore preprocessor command it doesn't know 😄

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*Oh, just noticed I posted it in the wrong channel notlikemeow

gray wharf
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bans R3vo and forces him to work on the wiki 24/7

daring wagon
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Wait... I am already working on it 247

untold sky
daring wagon
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❤️❤️❤️❤️

untold sky
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no I didn't push that one yet.
I don't know if I implemented pragma. But idea was to let Arma for now just ignore all #pragma lines

daring wagon
gray wharf
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I also wish for a unit behaviour change, instead of the whole group

alpine tulip
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Not even sure where to put this request since it's not even public, but getObjectScale or objectScale make sense? I think it does, since not every terrain objects are 1x scaled. Somehow it helps with terrain creation?

untold sky
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That would probably mean I need to make it work with scaled terrain objects?? oof

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show me a example terrain object that's scaled, preferably on a vanilla terrain so that I can test

alpine tulip
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Most of rocks aren't 1x sized. For example... secs please

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These rocks in Agia Marina, Stratis are surely not 1x sized. There's some workaround to fetch object scale, but if it's possible to get it directly, always welcomed for... something ¯_(ツ)_/¯

untold sky
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I'll look into it after lunch, no need for ticket

alpine tulip
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Also, a question that isn't even related to the convo above: do Bohemians prefer a ticket per a request/report or I can include multiple requests/reports into a ticket?

gray wharf
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1 ticket / issue

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so they can be closed one after the other 😉

alpine tulip
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Makes sense 🙂

gray wharf
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you can link them among themselves if they are close (e.g see also T123456) and the FT will automatically create the link to the other ticket

daring wagon
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Or group them

untold sky
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Welp @alpine tulip it was actually pretty easy. the leftmost stone is 0.3647 scale
its actually only one line of code PepeHappy
works for trees too

trim acorn
sinful kettle
sterile nova
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scaling objects is regular feature of terrain creation - this way you can have dozen of trees which are looking somewhat natural

restive bone
sterile nova
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it has its own issue though, I remember for instance how pissed off was one of the audio designer when terrain makers tried to make young forest out of 20 meters trees

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suddenly, you had sounds for those birds sitting at the tree top right at your face

restive bone
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That'd make for an odd forrest experience

sterile nova
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in the end we managed to fix it via sound config - sounds were also taking ASL height of memory point into account too

gray wharf
#

young forest out of 20 meters trees

sounds for those birds sitting at the tree top right at your face

20m-high soldiers confirmed 👀

sinful kettle
alpine tulip
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Is there any issue to scale RTMs?

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(I think there is, somehow scaling soldier via RTMs always do behave weirdly)

sterile nova
alpine tulip
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But it won't have Shadow and Geometry LODs

untold sky
# alpine tulip Is there any issue to scale RTMs?

no. See the jet get-in animation I posted on twitter. works fine.
Shadow lod seems to cause issues, and in general engine wasn't built to support scaling, so many places just reset it, or outright go bonkers when something is scaled

daring wagon
untold sky
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The first 4 cannot be closed, they'll be feedback until release

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was the lnbSetPicture fix in changelog? but still no workey?
Then I need repro.

gray wharf
#

all set to feedback

daring wagon
#

Thanks 😄

gray wharf
#

sowwyyy :3

daring wagon
#

For what?

gray wharf
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not being "able" to close it, in a way 😉

daring wagon
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Don't care, as long as it's not "open" it's gone from my list anyway

gray wharf
#

ah cool! best of both worlds then

daring wagon
#

Coffee first 😄

untold sky
#

I'm busy till next week anyway

sinful kettle
untold sky
#

RscEdit was just fixed in dev branch?!

#

And I think RscListBox too?

#

So you're saying hte fixes don't work?
Also please add repro scripts that create such a control to your ticket

sinful kettle
#

maybe by themselves , but not in controlsGroup

#

does it make a difference?

untold sky
#

No need for structured text, can't really be fixed

untold sky
sinful kettle
gray wharf
#

closed, feedback, won't fix? I didn't follow

untold sky
#

duplicate

#

of T154837

sinful kettle
#

it's still not fully duplicate

#

I don't see a ticket mentioning RscStructuredText

#

But you say it won't be fixed, so no point in keeping it open

untold sky
#

Well won't change much since StructuredText is no fix

sinful kettle
#

which is why I said it can be closed

gray wharf
#

get your poop together cannonfodders! 😄

daring wagon
#

@untold sky

desert trench
#

this would great to see fixed to make lists more user friendly

sinful kettle
#

any chance for pushFront ?! 🙃

untold sky
#

should be on my list already

#

do we have insert yet?

#

insert element, or array of elements at index?

sinful kettle
#

I don't think so, but that'd be awesome!

untold sky
#

make me a FT ticket for next week :u

sinful kettle
untold sky
#

yeah. I'd consider that correct

#

mh, this can replace both pushFront and pushBack in one command 👀

sinful kettle
#
_index = 3;
_value = 2.5;
_array insert [_index, _value]; //[0,1,2,3,2.5]
#

should it be placed before or after the index?

untold sky
#

AT index

#

so

_array insert [3, _value]
_array select 3 == _value

#

Aww bummer. how do you insert a range of....
ah

_array insert [3, _value1, _value2, _value3]
?

sinful kettle
#

how about it always accepted an array?

#
_array insert [3, [_value1, _value2, _value3]]
#
_array insert [3, [_value1]]
untold sky
#

performance overhead :U
but shouldn't be that important here so should be fine

daring wagon
#

But I was able replace like 8 lines for sorting with just one. That's nice 😄

untold sky
#

It should be faster tho 😢

simple scaffold
untold sky
#

Possible yes

simple scaffold
#

It would be very cool if this was implemented, it will help a lot in the future

golden tree
sinful kettle
#

But anyway, this thing is pretty annoying in MP when you open the pause menu, so it should either be removed or become optional

golden tree
#

yep.(

daring wagon
#

Why is texture loading/processing in Arma so expensive. Adding 10k entries to a list takes like 0.05 s, with tvSetPicture/Right it takes 37-40 seconds

untold sky
#

Yeah I wanted to look at that someday.
Opening ACE Arsenal, most of the time is just spent loading the small images

#

I think mainly the setPicture commands are not async, they wait till the texture is loaded. Which includes disk seek times and stuff

daring wagon
#

If you need a ticket let me know.

alpine tulip
#

Does the Moon got an “optimization” so it's not shown in daytime? I think Moon is important to navigate one even in daytime, so I kinda miss it

finite anvil
#

ctrlSetURL does not accept file paths:

_ctrl ctrlSetURL "file:///P:/buldozer.cfg";
``` but with the config attribute it does work:
```cpp
class Ctrl: RscText
{
  idc = -1;
  text = "Open";
  url = "file:///P:/buldozer.cfg";
  x = 0;
  y = 0;
  w = 1;
  h = 1;
};
livid sleet
#

That seems... unsafe or am I crazy?

tulip shard
#

personally i'd worry about someone opening up a exe to cause some damage but idk any examples so may be unwarranted concern.

spare vine
#

A browser would never be able to execute any file, only open it (aka read contents).
And the URI's used in Arma are all browser based (it has a build in browser with worse feature support as IE6), so it's 99% safe.

The only thing which COULD be a security risk is trying to read configuration files outside of Arma containing passwords (and some of them ARE at guessable locations).

tulip shard
#

you can open cmd with it for example. cant use any arguments but perhaps another exe is designed to be destructive by default 🤷

spare vine
#

no, you can't...

tulip shard
#

i did

spare vine
#

did you OPEN the cmd, or EXECUTE it?

tulip shard
#

open, as i said

spare vine
#

which can't harm anything

tulip shard
spare vine
#

A browser would never be able to execute any file, only open it (aka read contents).
So still no security risk from that

tulip shard
#

(aka read contents) ... the command prompt window opened though. so whats to stop someone from setting it to open an uninstaller for example. sure most have confirmation checks but thats not the point im making.

spare vine
#

However, there are quite some files at guessable locations which contain data you wouldn't want to be in the open. So if a server has no verifySignatures, you can go through a huge list of known files and get a lot use stuff.
No idea how BE handles it though, no intention to try that out 😉

spare vine
untold sky
#

but you can't read the text contents of that html file right?

#

Ticket please :U

spare vine
#

could try to do some tests tomorrow (both client and server side) and report it

tulip shard
spare vine
#

seems that Dedmen is going to, or already had a look at it

daring wagon
#

https://feedback.bistudio.com/T155574 (Steam missions not marked as played, with repro)
I noticed that issue a few weeks ago and I think it started after 2.00 update (maybe earlier) A few other ppl were able to confirm this issue.

sinful kettle
#

A couple of questions about the new insert command:

  1. Can we have a param for "insert if unique"?
  2. What happens if I try to insert a duplicate key into a hashtable with that command? (If it's gonna support hashtables)
    I was hoping the data could merge if it was array, otherwise replaced, but that seems too complicated!
gray wharf
#

set would replace, not insert

#

(if we are talking about that hashmap?)

sinful kettle
#

Asking about the insert command...

gray wharf
#

can't see it notlikemeow

#

ok, got it - 4 days ago

untold sky
#

HashMap always overwrites when you insert duplicate key.
the set command returns bool telling you if you overwrote, the insert command just overwrites and doesn't tell you

#

insertIfNotAlreadyExists is doable, but I would need to either make the syntax more complex, or find a name for a seperate command. And don't think its needed :U

gray wharf
#

insertUnique ^^

untold sky
#

Ah, easy 😄

gray wharf
#

\o/

untold sky
#

But don't wanna :U

#

Don't think its worth the 10 minutes of work to copy-paste the insert implementation and test it

gray wharf
#

also to add to the fire, I would have preferred insertAt

untold sky
#

When you can present me a actual usecase, that will greatly benefit from this compared to a select {!((_x select 0) in _hashMap)} then maybe

#

in c++ the method name is container.insert(iterator, value)

#

SQF will be
container insert [offset, value]
(for non-hashmap that is)

gray wharf
#

deleteAt, insertAt was my point
I guess I can live with insert too

#

(if one can insert in a string, kthxbai 😁)

daring wagon
untold sky
daring wagon
#

Possible.

deft marsh
untold sky
#

@sinful kettle does
_array insert [index, [value]]
return anything? what would be usful to return?
index makes no sense, number of values inserted doesn't either?

gray wharf
#

closed them all but T81676

untold sky
untold sky
#

Performance wise, returning a value that I already have costs the same as returning a nil.
So its best to always return something if you have something useful

#

only thing I can think of is result total length of the array/string but.. thats not really useful

sinful kettle
#

I can't think of anything useful to return either
you already have the index
number of values is also supposed to be known by the person that uses the command

#

how about returning the reference to the array?!

#

either that or nothing at all

trim acorn
#

I actually like returning the length of the array

#

I feel like that's the most useful return value of array insert

spare vine
#

but... sqf _key = _array insert [_key, [_value]]; both _key variables are the same if you would do that, so doesn't make sense...

I would expect nothing (like set)

sinful kettle
sinful kettle
#

where onlyIfunique is an optional bool

spare vine
#

unique on index (should already be the case, since it will overwrite the current one)
or unique on values, which doesn't do anything; setting the same value is probably faster than checking if it is unique or not

sinful kettle
#

it will overwrite the current one
it inserts the values there, so that the first value is now at index

#

setting the same value is probably faster than checking if it is unique or not
no it's slower. the command is also intended to work with arrays
also, this would be processed by an internal engine loop, which is several times faster than SQF loops

spare vine
#

no check is always faster as a check... no matter when/where/how it's done 😉

sinful kettle
#

but sometimes you need unique elements
and I'm not sure whether that or arrayIntersect would be faster

#

-1 index for "at end"
you could just use append for that, but I can either just support it, or add checking and error for negative index.
I kind of like both! 😄

untold sky
untold sky
#

array.... yeahhhhhh.... maybe...
unique is also kind of a chore to do performance wise :u
And not really compatible with the way I currently do the insert 😦

untold sky
#

I can do the unique bool for array then, but you'll pay the normal unique pushBack performance price then...
Which I don't particularly like

sinful kettle
# untold sky I can do the unique bool for array then, but you'll pay the normal unique pushBa...

you mean it'll be like pushBackUnique?
I think it'll be fine.
because right now, in one of my mods, I need unique elements for one of my arrays.
so I do:

_a = [];
{
  ...
  _a pushBack _blabla;
} forEach _something;
_targetArray append _a;
_targetArray = _targetArray arrayIntersect _targetArray;

since both the _something and _targetArray are large, I expected that pushBackUnique would be slower:

{
  ...
  _targetArray pushBackUnique _blabla;
} forEach _something;

and I'm not sure if this is faster:

_a = [];
{
  ...
  _a pushBack _blabla;
} forEach _something;
_targetArray insertAt [-1, _a, true];

but if the performance difference is reasonable enough, then I'd say the command is worth it.

untold sky
#

I don't actually know how pushBackUnique is implemented, I could imagine that its not done well

sinful kettle
#

I think it's in + pushBack

untold sky
#

yeah I hope not

#

but it might be

#

I can actually multithread the unique check with insert as you'll probably do multiple at once think

sinful kettle
untold sky
#

Wonder if people will then optimize their scripts by using pushBack on temp array, and then inserting in bulk

#

probably not

gray wharf
#

_arr = unique _arr? :3

#

instead of using arrayIntersects ^^

sinful kettle
#

I'm not sure if it offers any performance improvement (since the process is the same, at least afaik)

untold sky
#

arrayIntersects is probably also well multithreadable?

sinful kettle
#

it is

untold sky
#

Can you maybe make a ticket of script commands that may benefit from getting multithreading?
But the "world" commands probably won't be possible, stuff like nearEntities n such

sinful kettle
#

sure. I'll see which ones have a potential for that

#

are loops such as apply and select multithreadable?

#

I think not. because you can exit them right?

sinful kettle
#

btw, Dedmen, do you happen to know why getting the position of a unit that is inside a vehicle is significantly slower than getting the position of an on-foot solider?
example:

_pos = getPosASL player;
_result = [];
isNil {
_veh = createVehicle ["B_Heli_Light_01_dynamicLoadout_F", _pos];
_result pushBack diag_codePerformance [{getPosASL _this}, player];
player moveInDriver _veh;
_result pushBack diag_codePerformance [{getPosASL _this}, player];
moveOut player;
deleteVehicle _veh;
player setPosASL _pos;
};
_result;
#

the result is:
[[0.00069,100000],[0.0110744,90298]] ~15 times slower
I think because the engine looks up the proxy position or something?

untold sky
#

15 times slower seems excessive

#

but it needs to consider the vehicle position and animation, maybe player animation too, and ASL is extra expensive because on top of all the animations stuffs it also needs to check terrain height

expensive, but not THAT expensive I'd say

sinful kettle
#

it is true about all position formats

#

AGL, ATL, etc.

#

ASL is extra expensive
I thought it's the lightest command

untold sky
#

maybe it is :u

#

nono it isn't

#

getPosWorld is

sinful kettle
#

which is also ASL! 😄

sinful kettle
#

if anyone has any other commands in mind, let me know!

sinful kettle
sinful kettle
# untold sky 15 times slower seems excessive

yeah, I noticed that my mod's performance drops when my AI have to target a vehicle crew. (so 10 AI targeting a single vehicle crew is like 150 AI targeting an on-foot soldier!)
maybe also true about the vanilla AI?

sinful kettle
#

Perfect! Thanks!

wraith sapphire
#

The agent just move to the north

raven hollow
#

Goats have their own head, they won't do what you tell them to do.

(rel your prob: no clue 🤔 )

wraith sapphire
#

If I execute the above code player side, the goat follow the anaimalBehaviour but when it is executed server side, the goat just walk straight to the North 😫

wraith sapphire
gray wharf
#

so any moveTo usage dedi-side is bugged right?

wraith sapphire
#

Yes

gray wharf
#

ticket tiiime! (if it doesn't exist already ^^)

wraith sapphire
ornate marlin
#

Make dedmen and KK a nice present.
Hold back all tickets and bundle send them on 24th 😉

gray wharf
#

Reports indicate a mass quit of Bohemia developers after Christmas, more at 9

ornate marlin
#

Lol

wraith sapphire
untold sky
#

Soooooo... I tried to test the multithreaded insert only unique elements...

restive bone
gray wharf
#

you forgot to pre-heat the engine with a while { true } !

daring wagon
#

😄

untold sky
#

I shall try not trying to insert a 390k big array into a 390k big array

daring wagon
#

Seems like a totally realistic use-case for arma 😄

uncut briar
#

seems like you should take care of your cpu cooling, this should not happen even on prolonged 100% cpu usage meowtrash

untold sky
#

BigArray = ("true" configClasses (configFile/"CfgVehicles"));
8081 elements.

_myArray = +BigArray;
{_myArray pushBack _x} forEach BigArray;

17.5965ms

_myArray = +BigArray;
{_myArray pushBackUnique _x} forEach BigArray;

798.5ms

_myArray = +BigArray;
_myArray append BigArray;

3.777ms

_myArray = +BigArray;
_myArray insert [-1, BigArray];

3.2ms (lol why is insert faster than appe... oh wow.. Append isn't using the new array insert stuff I wrote a couple months ago.. Welp.

_myArray = +BigArray;
_myArray insert [-1, BigArray, true]; // Unique, non-multithreaded

720ms (comparable with the pushBackUnique loop above)

_myArray = +BigArray;
_myArray insert [-1, BigArray, 2]; // Unique, multithreaded

150ms (comparable with the pushBackUnique loop above)

daring wagon
#

😮

untold sky
#

I need a better benchmark example that's not as ridiculous as 8000 cfgVehicle entries. something more real world

#

1441 elements a bit more realistic.

pushBackUnique 27ms
insert 22.4ms
insert multithread 5.6ms

488 elements (cfgAmmo)
pushBackUnique 34.86ms
insert 2.8ms
insert multithread 0.86ms

100 elements
pushBackUnique 0.304ms
insert 0.136ms
insert multithread 0.196ms

There's the threshold. probably around 150 elements where MT is not worth it.

#

150 config entries
no-MT 0.293
MT 0.276

150 strings
no-MT 0.345
MT: 0.269
pushBackUnique 0.673

daring wagon
#

So with 100 elements or less mt is slower ?

untold sky
#

Roughly yeah. it depends on the datatypes.
And the size of the array you are appending to

daring wagon
#

Not so nice

gray wharf
#

if (count > 100) then { mt } else { normal } 😛

daring wagon
#

would still make it slower than it is right now in most cases I guess

untold sky
#

adding 100 elements to a 100 element size array is 10k comparisons
I will probably make the condition

count oldArray * count addArray > 10000 && count oldArray > 50

something like that probably? Need more test cases and more testing

#

50 element array

non-MT: 0.0452
MT: 0.155
pushBackUnique: 0.136
hmpf

restive bone
#

Is multi threading making it slower?

untold sky
#

yeah, with low number of elements the overhead for it is too high

restive bone
#

Ah okay

untold sky
#

I can try to make my multithreading method better tho

gray wharf
#
multithreader.setOverHead(0); // in ms
daring wagon
#

Hire lou. He got splendid ideas😋

gray wharf
#

duh, easy!

spare vine
#
if (multiThread.hasOverhead()) {
   multiThread.removeOverhead(-1); // just purge all
}
``` better solution to all problems 🤣
untold sky
#

So did some changes
50 elements again
non-MT: 0.0426ms
MT: 0.150
pushBackUnique: 0.137

0.005 faster than last one, wauw... meh don't think it will get much better.

sinful kettle
#
_myArray = +BigArray;
_myArray insert [-1, BigArray];
_myArray = _myArray arrayIntersect _myArray;
untold sky
#

intersect is about as fast as the non-multithreaded insert, which makes sense as it works the same

unborn acorn
sinful kettle
#

Ok, so apparently the list never loads unless you manually update it

untold sky
#

entity list on left?

sinful kettle
#

it's worse than I thought

#

yes

untold sky
#

fixed in last prof and next dev

#

eden code collapsed the invisible root item of the tree. As its invisible, you can't expand it yourself, and you don't see it

sinful kettle
#

alright, then please close the issue

gray wharf
#

was that ever in release branch? if not, I can indeed close it and not "feedback" it

untold sky
#

only dev and prof

gray wharf
#

closiiing

sinful kettle
#

nooooo

gray wharf
#

closeded

unborn acorn
gray wharf
#

wat? didn't we define it was one? 🤨

unborn acorn
gray wharf
#

ah maybe it was a "light source" issue, I can't remember

#

I will have to re test to make sure

unborn acorn
#

I doubt about "light source"
although ... I can't be sure

untold sky
#

so the overhead for multithreading in script commands is about 0.120ms for every MT instance.
So for the unique insert of array2 into array1, you first need to filter duplicates inside array2, and then filter duplicates when inserting into array1.
That's about 0.240ms overhead for multithreading.

but when inserting 50 elements into a 50 element array without multithreading only takes 0.045ms that's not really worth it there :u
And how often do you insert like 150 elements where you only want uniques 🤔

daring wagon
#

Can be closed

sinful kettle
#

And how often do you insert like 150 elements where you only want uniques 🤔
me?! a lot
but an average scripter, not so much
you don't wanna ask me! I do a lot of crazy stuff! 😄

gray wharf
untold sky
#

I may let the user enable/choose whether he wants multithreading.
by passing 2 as the onlyIfUnique

daring wagon
gray wharf
#

…if it were the only one 😄

sinful kettle
#

array push_back "Hello" meowsweats

daring wagon
#

wt🦆

#

really?

#

They should lock away the alcohol 😄

raven hollow
#

what about a push_front?

#

|| Troll trollface ||

untold sky
#

use insert

#

heh

untold sky
#

@desert trench I dunno what's going on here. The 2 column listnbox actually has 3 columns. And the left one actually ends right where the text of the left column starts reeeeee

gray wharf
#

safeZone issue?

desert trench
#

@tulip shard made the example

untold sky
#

Is that normal that it shows so early on the left, and already ends while I'm still ON the second text? is that the same with the old tooltip in current dev?

daring wagon
#

the start is the same

#

but on dev it doesn't end that early

gray wharf
#

set a bg color maybe? so one can see

#

overlapping may happen?

daring wagon
#

Î think CT_LISTNBOX doesn't support colorbackground

gray wharf
#

aw; any border maybe?

daring wagon
#
disableSerialization; 


TEST_Display = findDisplay 313 createDisplay "RscDisplayEmpty"; 
TEST_ListNBox = TEST_Display ctrlCreate ["RscListNBox", -1]; 
TEST_ListNBox lnbAddRow ["COL1", "COL2"]; 
TEST_ListNBox lnbSetTooltip [[0,0],"1"]; 
TEST_ListNBox lnbSetTooltip [[0,1],"2"];
TEST_ListNBox lnbSetPicture [[0,0],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetPicture [[0,1],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetColumnsPos [0,0.5];
#

@untold sky

#

Try this 😉

untold sky
#

Ah I know why it ends early

#

because it has 3 columns, and the last column has empty text and empty tooltip

#

so it shows the empty tooltip for the last column

daring wagon
#

But he only added 2 columns

untold sky
#

Yes exactly

daring wagon
#

or does lnbAddRow adds 2 columns to the default one

untold sky
#

thats the weird thing

#

there is a script command to get the column widths, that will also return 3 it seems

daring wagon
#
disableSerialization; 

TEST_Display = findDisplay 313 createDisplay "RscDisplayEmpty"; 
TEST_ListNBox = TEST_Display ctrlCreate ["RscListNBox", -1]; 
TEST_ListNBox lnbAddRow ["COL2"]; 
TEST_ListNBox lnbSetTooltip [[0,0],"1"]; 
TEST_ListNBox lnbSetTooltip [[0,1],"2"];
TEST_ListNBox lnbSetPicture [[0,0],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetPicture [[0,1],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetColumnsPos [0,0.5];
systemChat str lnbSize TEST_ListNBox;

returns 2 columns

untold sky
#

yea so one extra

daring wagon
#

I have always found listnboxes weird

#

now I know why 😄

#

deleteColumn also doesn't seem to work

#

OH WAIT

#

RscListNBox → has three columns defined in config

#

Maybe this is messing stuff up

#

But yeah, even if all columns are deleted, one stays

desert trench
#

lnbSetTooltip is still bugged or is there any way to make it work for multiple columns?

untold sky
#

I was just talking about that above

gray wharf
gray wharf
solid marten
solid marten
gray wharf
gray wharf
#

You may ask for an extract 😬

sinful kettle
#

I can send you all commands and their info if you want

#

but I'm not in the mood to check them all

untold sky
#

I think ListNBox is just blergh.
Relative to column width, the column doesn't actually contain the column text, it renders AT the end of the column, so the text only starts at the end, it doesn't end at the end notlikemeow
so the tooltips also end right when the actual text starts
The tooltip per column will have to be a new config option to turn it on. I can hack around that weirdness by adding the text width to the column width in the tooltip code. that should give a somewhat correct looking tooltip edge.
but backwards compat thats not possible as there are tons of multicolumn ListNBox'es everywhere that only have tooltip on first column

daring wagon
#

They listnboxes are bugged everywhere.

#

arrowLeft and arrowRight properties also cause some weirdness

sinful kettle
#

For the commands:

_cachedCommands = [];
{
    _args = _x splitString ": ";
    if (_args#0 != "t") then {
        _type = (["n", "u", "b"] find _args#0) max 1;
        {
            _cachedCommands pushBack [_x#1, _x];
        } forEach supportInfo ("i:" + _args#_type);
    };
} forEach supportInfo "";

_cachedCommands sort true;

_wikiPrefix = "https://community.bistudio.com/wiki/";


_template = "
Syntax:
%1

Description:
%2

Example:
%3

Example Result:
%4

Link to Wiki:
%5
______________________________________________________________________________________
";


_allCommands = [];

{
    _x#1 params ["_commandType", "_lowerCaseName", "_camelCaseName", "_description", "_example", "_exampleResult", "_returnType", "_leftArgType", "_rightArgType", "_commandSyntax"];
    _allCommands pushBack format [_template, _commandSyntax, _description, _example, _exampleResult, _wikiPrefix + _camelCaseName];
} forEach _cachedCommands;

copyToClipboard (_allCommands joinString "")
daring wagon
#

Thanks, will try that

sinful kettle
#

4341 commands (+alt syntaxes)...meowsweats

#

this is too many for just one person!

daring wagon
#

Maybe I do an excel sheet which multiple people can edit and scan through for errors

#

A forum post might also work but will be quite lengthy

untold sky
#

And now you see why tooltip per column is..... problematic

#

becaue the column 1 tooltip, should basically be show until over half way through column 2... facepalm

#

Seems like they knew that this problem was there, and instead of adjusting the text to the left they just added a third column as spacer

daring wagon
#

🤦

#

Requesting CT_LISTNBOX_NEW 😛

untold sky
#

We'll need a diff though, not just new texts. need to know where it goes and what actually changed or not

daring wagon
#

My idea was to remove all those which are okay

#

and mark the changes with colour

#

I doubt there are many command with faulty documentation

untold sky
daring wagon
#

😄

spare vine
#

so anything new about the UI being broken? 🤣

untold sky
gray wharf
#

map moving with the ears! \o/

fickle root
#

fake news!

vocal abyss
#

This is both good and bad news at the same time krtecek

gray wharf
#

how so? no more silence while reading the map in a vehicle? 😄

untold sky
#

annyone wanna waste a couple days finding all the duplicate tickets for that on FT? 🤣 #

spare vine
#

Lou? Our Ticket master? 😛

daring wagon
#

What about fixing the sound changing to external? ❤️

untold sky
#

tomorrow maybe.

#

I guess noone noticed before that the in-vehicle attenuation should stay

daring wagon
#

related?

daring wagon
untold sky
#

yes. probably actually.
dunno if fixed by this (profiling branch next week)

#

yes. But I guess people knew that the sound listener position stays stuck. and thus its "normal" to be outside of the vehicle

daring wagon
#

Makes sense

spare vine
#

the amount of bugs "we" see as normal nowadays 😉

gray wharf
#

feedbacking all these?

#

well, when it is at least on dev

untold sky
#

find one master ticket, and close duplicate the others

uncut briar
#

T125411 has most subscribers so good candidate for master ticket.

fickle root
#

I would say master ticket is the one that was the first where it was reported and not which has most subscribers

livid sleet
#

I can't remember, does say3d obey in-vehicle attenuation. I can imagine it'd be tricky to support properly outside of a boolean switch

untold sky
#

but that master ticket doesn't have a comment from me on it 😢

sinful kettle
ornate marlin
#

the moment you realise that you have to become a dev at the game company to fix the tickets you created as a player years before
🤣

gray wharf
#

…let's not take the risk *deleting tickets*

restive bone
# untold sky <:PikaThink:553182882886058007>

Btw to give some feedback on that, it'd be nice if there was some way to automatically lower the volume of things like helis when you open the map
The ears being static was actually nice a lot of times since that meant you didnt get your ears blasted by the heli the entire flight

untold sky
#

Yeah i had that idea too

restive bone
#

I can add it to the FT ticket if you want

sinful kettle
#

I wonder if this bug (camera not moving with the vehicle when map is open) is related to the rendering.
Because apparently when you open the map world rendering stops.

sinful kettle
#

It would be really cool if we also had diag_exportConfig in non-diag builds except it didn't support any file write and instead copied the result to the clipboard.

#

or always saved it in the temp folder or Arma 3 folder (in local app data)

solid marten
sinful kettle
#

Also why not import the description and examples from the wiki (maybe even all of them!)? Of course this is for the Dev team to decide.

#

Feature Request: new command: pathLength
to measure the length of a path (array of positions, either 2D or 3D)

_p = _pathPoints#0;
_dist = 0;
{
  _dist = _dist + (_p distance _x);
  _p = _x;
} forEach _pathPoints;
_dist;

I can create a ticket if you're fine with it.

daring wagon
#

Also why not import the description and examples from the wiki (maybe even all of them!)? Of course this is for the Dev team to decide.
That would require a lot of manual labor since many of the descriptions contain formatting which is probably not supported in Arma 3

untold sky
daring wagon
#

I am concentrating on things which have either no description, wrong description or grammar or typos in them.

#

Btw, is buldozer_reloadOperMap a typo, or is "oper" some special word for buldozer?

untold sky
#

Oper is a thing

daring wagon
#

ok

sinful kettle
daring wagon
#

I wonder, would it be possible to add a button to the GUI which would automatically link to the biki command page?

daring wagon
#

momomo monster kill

gray wharf
#

ah, the good ol' days…

daring wagon
#

😄

#

It's from 2016 and the dude never replied

gray wharf
#

it's closed already 🤨

daring wagon
#

youuuuuuuuuu!!!!!111

untold sky
#

Do you have no trust in me

gray wharf
#

weeell, now that you mention it…

#

we do
now fix all bugs!

restive bone
#

derpWolf sorry didnt mean to ping

untold sky
#

I for a while spent days on commenting "can be closed" on old tickets that are probably still open 😄

restive bone
#

Yeah I saw a few tickets with comments from you in it heh

untold sky
#

Also I cannot look at crashdumps older than feb this year. I don't know what Arma version that was.
But anything before 1.98 in crash reports will not be looked at so these tickets could be cleaned up if you have time to waste oof.

restive bone
#

Ah okay

#

Soo
Ask if its still happening
Yes: ask for new crash report ( if below 1.98) and keep open
No: Close
No answer: Close

would be a good way to do it imo

#

since there are quite a few tickets about crashes on the FT iirc

restive bone
gray wharf
#

30s, faster

untold sky
#

What do you think?

sinful kettle
#

Very good

gray wharf
#

is it a 0.4 volume?

untold sky
#

60%

sinful kettle
#

That's weird. It sounds lower

#
dedmen
<any>

Do you watch your own name?! notlikemeow

vocal abyss
restive bone
untold sky
#

hardcoded for now.
If this will stay (which is not sure), and I do my sound changes in 2.04 (which is not decided) then I can add a slider in sound options (if we decide so then)

restive bone
#

Ah oki bongocat

fickle root
#

I think one shouldn't lower sound automatically while m'appelle opened

restive bone
#

Then you can just set the slider to full noise 👀

fickle root
#

Because imagine poeple switching to 1st person in heli or 3rd person on the server is disabled.
It will further lower effects volume?
And if there are earplugs additionally to the first person?
You will hear almost nothing?

I think the volume should be lowered only by placer switching him self to the 1st person or if 1st person is forced on the server

untold sky
#

The volume is already basically 0 in current Arma, just because the vehicle drives away

#

I don't see why first/third person makes any difference here?

fickle root
#

Well, because in any heli, the volume/sound from inside/1st person is not so loud anyways to begin with (vs. 3rd person)

#

You want it not so loud - switch tout 1st person, voila

#

The propre way, while we're at it

#

Imho

#

Sorry, inside any véhicule, not just heli

#

Sound is not so loud in 1st person vs. 3rd person

#

Attenuation is already there, maybe to show that windows/interiors of vehicles work/exist as kinda isolation

untold sky
#

1st person has exactly the same problem. People still use map screen to get away from the noise. Even when its "not so loud" its still so much that people want to get away from it

daring wagon
vocal abyss
#

I think the logic behind it is:
In 1st person your view is limited (if any at all), and the majority of players don't like that.
In 3rd person you get to see everything that's going on outside of the vehicle, you get to experience some of the action from the perspective most players are used to from games and movies.
Passengers in a vehicle have no active role, so they want to at least see what's going on. But if they switch to 1st person to get away from some of the noise, they can't do that and the trip becomes even more boring for them, and they still have some background noise. The map offered a way to get away from that entirely - they don't see / have any action, but there's also no (engine) noise disrupting their "downtime".

restive bone
#

also not having the noise actually lets you understand other people well

vocal abyss
#

My personal view of the topic is that Dedmen has fixed a bug (since A3 is a milsim sandbox); people who are annoyed by the noise level should be provided with some sort of earplug function by the mission designers.
However I do see a point in providing a game audio setting for engine or rotor noise. I have not experienced the noise levels in an open aircraft in real life, so I can't judge if the ones in A3 are accurate, but they are definitely quite loud. I use a high effects volume and that's all fine and great until aircraft come into play. I enjoy the realism, but during some sessions more than during others (e.g. after a long day), it's not very enjoyable to be blasted by loud (background) noise by a video game. If there was a way to have separate settings for these things, that would probably be appreciated by many, including me (I hate messing up my audio settings).

#

As I said yesterday, it's both good and bad news at the same time

ornate marlin
#

not possible afaik since volume levels for e.g. rotors are not unified but defined by custom configs of the vehicles (if modded)

vocal abyss
uncut briar
#

I don't like the sound lowering too. What about hiding it behind difficulty setting?

gray wharf
#

because UI, and Dedmen and UI are veeery distant-related parents 😛

untold sky
#

Well we have the probably bigger half of the players who liked that bug to get themselves some silence.
And we have the other half that says "nu thats unrealistic just fix it"

uncut briar
#

Yep, screams for difficulty setting or some other way to toggle.

fickle root
#

Yes, because most of quality vanilla missions have earplugs as standard function, not as a feature, so no real need to force-lower the volume while map open

#

Not even talking about ACE

daring wagon
#

Add an earplug/headphone feature, problem solved 😄

sinful kettle
#

spam

sinful kettle
gray wharf
#

cleared up

sinful kettle
daring wagon
#

The first one is probably a lot of work and the 2nd one is fine isn't it?

sinful kettle
#

The first one probably yes, but the second one is not fine

daring wagon
#

Why not? Does it prevent auto completion?

sinful kettle
#

I think I got it backwards!

#

The second one probably yes, but the first one is not fine

#

The first one is probably a lot of work
it's just getting two UI buttons to work!

daring wagon
#

Which ones?

#

The back and forth buttons?

sinful kettle
#

yeah

#

it seems they're completely unused

daring wagon
#

nope

#

click on one of the data types

#

then you can use them to navigate back and forth

#

only think is that the back button is missing its text

sinful kettle
#

yeah!

#

so how does one even see other syntaxes?!

daring wagon
#

I don't think that's possible

#

thb instead of fixing that. They should add a biki button which links to the full documentation

#

I think that would be more helpful instead of clicking through that tiny dialog

sinful kettle
daring wagon
#

Well I would prefer CT_BUTTON instead of CT_ACTIVE_TEXT

sinful kettle
#

Yeah that's better. But it's dev only right now!

sinful kettle
gray wharf
sinful kettle
#

Tweaked: Optimized configClasses command performance if the condition is "true" or "getNumber (_x >> 'scope') > 0"
why not getNumber (_x >> 'scope') == 2?
that's even more common than > 0

sinful kettle
gray wharf
#

nope (if you mean the post and the last comment)

sinful kettle
#

the last comment

gray wharf
#

I'll give benefit of doubt, it would not have raised any suspicion on my side

sinful kettle
#

yeah i found another hit for this in the ticket:

API-MS-WIN-NTUSER-SYSPARAMS
so it's not spam

azure wharf
gray wharf
#

go see a doctor then

gray wharf
untold sky
untold sky
untold sky
untold sky
desert trench
#

worth making a FT to request setMarkerShadow ?

gray wharf
#

no, because the shadow is part of the image afaik
so this feature request would simply change the way markers are managed

#

it's actually a "new" marker with a different image

untold sky
#

not part of the image

#

its a flag in the marker

gray wharf
#

oh? then TICKET @desert trench 😄

desert trench
#

will do. ty

sinful kettle
#

Found a weird bug. For the DrawLine3D command, when you use a color whose luminosity is larger than 0 (or > 120 in Windows color picker) the color is always white!

#

can anyone else repro this?

gray wharf
#

sample code plz?

sinful kettle
#

example:
this is always white: #F238BE
this is pink: #F01BB5~

#
unit1 = createVehicle [typeOf player, getPosATL player vectorAdd [0,2,0]];
unit2 = createVehicle [typeOf player, getPosATL player vectorAdd [0,-2,0]];
onEachFrame {
_p1 = ASLtoAGL eyePos player;
_p2 = ASLtoAGL eyePos unit1;
//white
drawLine3D [_p1, _p2, [0.950982,0.239827,0.751728,1]];
_p2 = ASLtoAGL eyePos unit2;
//pink
drawLine3D [_p1, _p2, [0.939532,0.0623122,0.693753,1]];
};
#

actually, nvm

#

I think it's because of it being so narrow

#

I just tested another color and it looks better (it was probably due to pixel rounding) meowsweats

gray wharf
#

*false positive!* agrrrrrr

azure wharf
gray wharf
#

it's ridiculous in higher resolutions I agree

sinful kettle
#

Man that would be sweet

sinful kettle
gray wharf
#

\*

#

as a French, I escape

desert trench
azure wharf
sinful kettle
sinful kettle
#

Feature Request: Visual variant for : positionCameraToWorld

untold sky
untold sky
#

Also please always include a usecase with your feature requests. A "this should be possible, so do it!" is not helpful when trying to decide if we should do it or not

sinful kettle
# untold sky <@!360154905148653568> https://feedback.bistudio.com/T154196 you can solve this ...

yeah. but I was hoping I didn't have to (the command getTextWidth isn't exactly fast). that's what I ended up doing

what I had in mind when I made that ticket was for my "debug console" mod. for example, when I put the cursor (or caret) over a word, I wanted to show a hint for the command similar to the vanilla debug console.

but right now, I'd prefer having extra event handlers for the RscEdit controls like "textChanged" and "selectionChanged".

untold sky
#

getTextWidth should be very fast. Compared to SQF speed in general

sinful kettle
#

@untold sky so I had a question:
when I attach a weapon object to the player in his weapon proxy selection, and look up/down, the object doesn't fully overlap with the weapon.

player addWeapon "arifle_MX_ACO_F";
wpn = createSimpleObject ["A3\Weapons_F\Rifles\MX\MX_F.p3d", [0,0,0]];
wpn attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", true];
wpn setVectorDirAndUp [[1,0,0],[0,0,1]];

is it a bug? or is it because the actual bone where the weapon is attached is different?

untold sky
#

what does "doesn't fully" mean?

sinful kettle
#

a bit off 😄

untold sky
#

I think that should be the correct weapon attach point

sinful kettle
#

like a couple of centimeters higher/lower

untold sky
#

dunno

sinful kettle
#

no it's correct

#

I just tested with a "manual" bone following code (it's a bit lazy and assumes the weapon is facing straight forward, but only can move up and down, so test it while standing still)

#
player addWeapon "arifle_MX_ACO_F"; 
wpn = createSimpleObject ["A3\Weapons_F\Rifles\MX\MX_F.p3d", [0,0,0]]; 
wpn attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", false]; 
wpn setVectorDirAndUp [[1,0,0],[0,0,1]];
onEachFrame { 
 
  _p1 = player modelToWorldVisualWorld (player selectionPosition "proxy:\a3\characters_f\proxies\weapon.001"); 
  _weaponDir = player weaponDirection ""; 
 
  wpn setPosWorld _p1; 
 
  wpn setVectorDirAndUp [[1,0,0], player vectorWorldToModel (_weaponDir   vectorCrossProduct [_weaponDir#1*-1,_weaponDir#0,0])]; 
} 
untold sky
#

can you compare _p1 to getPosWorld wpn ?

#

like the bone following wpn to the manual follow position

sinful kettle
#

they match

#

[0,0,0] is the diff

untold sky
#

wat

#

why are they different if their positions match notlikemeow

sinful kettle
#

dunno. this is what I tested

player addWeapon "arifle_MX_ACO_F";
wpn = createSimpleObject ["A3\Weapons_F\Rifles\MX\MX_F.p3d", [0,0,0]];
wpn attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", true];
wpn setVectorDirAndUp [[1,0,0],[0,0,1]];
onEachFrame {
_p1 = player modelToWorldVisualWorld (player selectionPosition "proxy:\a3\characters_f\proxies\weapon.001"); 
_p2 = getPosWorld wpn;
hintSilent str (_p1 vectorDiff _p2);
};
untold sky
#

yeah that's what I thought. No idea

sinful kettle
#

I wish setObjectScale was compatible with setVector... commands

#

they get reset when you use setVector...

untold sky
#

¯_(ツ)_/¯

desert trench
#

how much does it visually glitch if you apply setObjectScale right after setVector @sinful kettle ?

sinful kettle
#

it doesn't change direction

#

I tried this in an onEachFrame loop
if

  1. setVectorDir
  2. setObjectScale
    object doesn't rotate

if

  1. setObjectScale
  2. setVectorDir
    object keeps resizing from 1 to that scale (very glitchy)
desert trench
#

😦

untold sky
#

setObjectScale should keep the old rotation afaik

sinful kettle
#

no

#

it always resets to [0,1,0]

#

so there's no way to rotate your object it seems meowsweats

#

try this code for example:

#
[] spawn {
bld = createSimpleObject ["Land_Airport_Tower_F", [0,0,0]]; //createSimpleObject doesn't make any difference either
player setPos [30,30, 0];
player setDir 225;
hintSilent "";
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[-1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
deleteVehicle bld;
};
gray wharf
#

@sinful kettle what about (dear veteran 😉) attaching it to an invisible object and rotate that object?

sinful kettle
#

good idea. will try that

#

this one works (setVectorDir still resets the scale, but at least you can change the scale after that)

[] spawn {
bld = createVehicle ["Land_Airport_Tower_F", [0,0,0]]; //createSimpleObject doesn't make any difference either
hlp = createVehicle ["VirtualMan_F", [0,0,0]];
[bld, hlp] call BIS_fnc_attachToRelative;

player setPos [30,30, 0];
player setDir 225;
hintSilent "";
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[-1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
deleteVehicle bld;
deleteVehicle hlp;
};
#

after attaching

#

but it is not suitable for moving objects

#

not to mention the added performance cost by the attachTo

normal crow
#

What does the performance matter if it only works in the editor? Or does it work in the mission too?

sinful kettle
#

mission too. that's the whole point

normal crow
#

Oh. I didn't know that

restive bone
#
bld attachTo [hlp, [0,0,boundingBoxReal bld#1#2]];

Huh, whats the advantage of doing the attachTo like that, rather than just using Bis_fnc_attachToRelative since they're both on the same position anyways?

sinful kettle
#

?!

#

because I wanted to put the building where the unit is

restive bone
#

Dont you both create them at 0,0,0 anyways?

sinful kettle
#

it's just some default coordinate

#

but yeah, couldve done that

#

doesn't matter either way since it's for repro

#

not actual use

restive bone
#

Ye Hap

sinful kettle
#

edited that just to make you happy! 😄

restive bone
untold sky
#

setObjectScale code says it only changes scale and doesn't reset orientation

#

so dunno why it does that :u

sinful kettle
#

maybe reset it manually?!

untold sky
#

your code is not using simple objects

sinful kettle
#

//createSimpleObject doesn't make any difference either

untold sky
#

only simple object/attached object are supported

#

non-simple objects is only usable in 3DEN for screenshot artists, and is not a supported usecase

#

I only tested setVectorDirAndUp

sinful kettle
#

also didn't make a difference

sinful kettle
untold sky
#

Oh I think I found it..

#

yes the matrix is reset to
scale, 0, 0
0, scale, 0
0, 0, scale

that's not what I wanted tho :U

#

I'll fix that then.
its only for simple/general object as attachTo works differently

sinful kettle
#

also, do not crosspost in multiple channels

untold sky
untold sky
#

I'll fix setObjectScale next year. I think I know how to but couldn't test today

sinful kettle
#

next year...? notlikemeowcry

untold sky
#

yes its christmas now

gray wharf
#

so it will be fixed Christmas 2021

sinful kettle
spare vine
daring wagon
#

#arma3_scripting message Seeing this (preprocessor commands)
Is it possible to make create a preprocessor instruction (#includeIfExists) which doesn't error when a file doesn't exist?

#

That way mods could use userconfig files but not force ppl to use them. I hope that makes sense somehow 😄

untold sky
#

just use #if, no

daring wagon
#

How would I do that?

untold sky
#

Like the post you linked

daring wagon
#

Oh that actually works ? 😄

untold sky
#

it will

daring wagon
#

Oh, I didn't know. That's very handy!

sinful kettle
#

The set and get commands show incorrect example returns:
_hashmap set [1337, player] result is false

#

_hashmap get 1337 result is player

untold sky
#

they are all freestanding examples with no prior context

sinful kettle
#

ok, what about set?

untold sky
#

did I write "true" as return val?

sinful kettle
#

you wrote false

untold sky
#

if 1337 already exists, it can return true

#

if it doesn't exist, it will return false

#

seems correct to me then? what else would you expect?

sinful kettle
#

Alternative Syntax

Syntax:
hashMap set [key, value]
Parameters:
hashMap : HashMap
key: HashMapKey
value: Anything
Return Value:
Nothing

untold sky
#

oh thats wrong

sinful kettle
restive bone
#

Btw should steam workshop related requests also go on the FT? As in the adding of a new category

gray wharf
restive bone
#

I mean a category for mods, like 'Singleplayer' or Multiplayer' /...

gray wharf
#

Ah then… I don't know :grimacing:
okay, let's say "yes" to give it a try

restive bone
#

As in the ones that can be searched for

daring wagon
untold sky
#

Yes it would.
But the process for that is a bit more involved but I don't really see a big no-no for it

restive bone
tulip shard
#

i think one would assume a mod is intended for client side use if it is listed on the workshop.

restive bone
#

there's a lot of server side mods on the workshop aswell though

tulip shard
#

yea, which i imagine is why the tag exists so creators can show it is meant for server side use, but the workshop exists so you can easily download and play with mods... on your client. might just be how i see it but i think a client side tag would be redundant.

daring wagon
untold sky
#

While I'm on vacation I won't note down any tickets btw

gray wharf
#

don't go on vacation then

sinful kettle
restive bone
untold sky
#

I think KK and reyhard have Christmas too

daring wagon
#

Give them a break to recharge. 😄

sinful kettle
#

Feature Request: Please update the utils 5 (scripting commands) to use the latest features of supportInfo (e.g. camelCase form of the command)

daring wagon
#

Yes please 🙂
Let me add to this:

  • Engine search
  • Button which links to biki doc of the currently selected command
dense tiger
#

T69478 can be closed as it was fixed long ago

gray wharf
restive bone
restive bone
daring wagon
#

Why don't you delete tickets like that?

#

No description, just a zip file

#

Probably a life mod causing a crash

gray wharf
#

I give him a chance to add to it
closed the others as dupe

untold sky
#

Yeah just give like 2 weeks on "info needed" state.
And all info needed tickets not updated in the last month can just be closed

#

We can maybe do a bulk query for that

#

I think I want to add a fix version field?
Should I? That way we can filter by that and mass close on update release. And have a good overview about what's going on for next update

#

Or rather
"Target fix version" so that not yet fixed but planned things can use it too

ornate marlin
#

how about getting workboards on the tracker finally?

restive bone
gray wharf
#

I suppose the columns "backlog - todo - current - done - delivered"

ornate marlin
restive bone
#

aah ok

gray wharf
#

that's Mantis too correct?

ornate marlin
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makes it easier to keep an overview IMO

ornate marlin
restive bone
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I just wish I could actually look further than 10 or so pages on the feedback tracker heh

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But ye having workboards like that would be nice

gray wharf
ornate marlin
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mantis got the job done also. just in a "ugly way"

untold sky
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I have workboards for the stuff where it make sense

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For general A3 I won't waste my time with that

ornate marlin
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then let me do it 😛

untold sky
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I have my internal overview that's all I need

gray wharf
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desktop post-its

daring wagon
gray wharf
desert trench
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is there a way to unsub from missions that have been removed from Steam?

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if not possible, is it worth making a FT request to be able to remove such items ingame (or unsub from there directly)

daring wagon
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I think Steam should handle that automatically, but I remember having similar issues a few years ago.

finite anvil
gray wharf
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I tried to do a mission with 4 teams. using the Civilian Side as guerrilla. Was annoying to have wildlife capturing all the sectors.
🏆 best comment ever! 🤣

daring wagon
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😄

desert trench
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violet otter
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Support waypoints have the same problem: the vehicles joins (if they can, i;e. fuel !=0) but they stay sometimes too far so the action doesn't work. There is probably a little thing to do... on BI side.

desert trench
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the other quite obscure mechanic with them, while kinda understandable, is that you need to confirm the support done via radio menu to be able to request the truck to drive to another position again

livid sleet
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Just as an FYI any globalChat or systemChat call on a headless client that results in the message showing up in the HC's process log window is a pretty damn expensive call, ASP was showing ~24ms avg per call.

Created FT ticket if anyone else wants to verify this behavior.
https://feedback.bistudio.com/T155902

sinful kettle
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Can ctrlTextWidth be made faster?

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If anyone would like to take a look at it I can make a ticket

untold sky
sinful kettle
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yeah

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when I use it on a control with structured text

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I'm saying that compared to ctrlTextHeight, which is super fast.

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I think ctrlTextWidth gets the width of all lines, so maybe that's why it's slow

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I guess you could get the longest line (i.e. most chars) and get its width instead? 🤔

gray wharf
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e.g 50 spaces vs 50 underscores or 50 capital o

daring wagon
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Keep in mind this was before KK fixed the wrapping and dedmen did the optimisations

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So maybe it's not 100% accurate anymore

sinful kettle
velvet stratus
gray wharf
sinful kettle
#

ookaaayyy

velvet stratus
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I see my older issues not being closed and it seems I can't close them myself. Triage anyone?

sinful kettle
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you can't close them yourself

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if you want, ping Lou Montana and add the list of tickets so he can close them for you

gray wharf
velvet stratus
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:)

untold sky
untold sky
gray wharf
untold sky
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Dunno. But I had a ticket and fixed it two weeks ago

gray wharf
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okido, so feedback
see? that's where boards can get useful!

untold sky
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Maybe it was a internal ticket from QA

sinful kettle
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if that's possible

untold sky
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As I wrote above, afaik it's as fast as reasonably doable

sinful kettle
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okay

untold sky
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I think I had one optimization, but couldn't find a case where it made sense

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Usually texts are not that long

sinful kettle
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"usually"
but in some cases they could be.
like for code
so having those optimizations would be nice

velvet stratus
untold sky
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Uhhh.. no. That talks about a completely different issue than the ticket we were talking about?

fickle root
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ooops.. sorry

untold sky
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There is probably no FT ticket then

fickle root
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have searched your profile with "3den", "editor" and "compositions" until July )

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only simply closed as solved