Comments (3)
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from zero-k.
Shouldn't this go to https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues?
from zero-k.
oops, i guess it should
from zero-k.
Related Issues (20)
- GL error after yesterday's mexspot workaround HOT 1
- Nobody understands the selection volume code HOT 1
- Submerged and flying unit pseudo-callins are becoming a bit spaghetti HOT 2
- Constructors sit around failing to find a path HOT 6
- Units that can't quite path to their location rotate in the spot for a bit
- Check Skuttle attack command
- Track unit but FPS HOT 2
- Con behaviour if fac rallyqueue is Fight HOT 3
- Guard command modifiers not working as expected
- Consider adding innate/com metal graph
- Consider smartcast HOT 3
- Tacnuke indicator ignores waterweapon HOT 4
- MoonQ20XR2 2.5 Pathing issue HOT 1
- Save load doesn't remember "Q nanoframe" and GBC state HOT 2
- Dual weapon commander latency spikes
- shield keep playing "being hit animation" even after they stop being hit HOT 1
- Emissary Attack Move after some time unit idle HOT 2
- CAS causes moire HOT 3
- Why did my AI allies stop building units? HOT 1
- Lobster fall damage buff is removed by comm morph
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from zero-k.