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| 03:21:07 | | BFLogBot Comment on issue #590 | User: eykamp | Comment: I was able to consistently reproduce. Two clues: 1) The walls are both 1 thick. Making them thicker eliminates the ... | https://github.com/bitfighter/bitfighter/issues/590#issuecomment-291416145 |
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| 03:33:45 | | BFLogBot Comment on issue #590 | User: raptor | Comment: You were serious when you said you were going to work on this... My initial thought was that the wall buffering was c ... | https://github.com/bitfighter/bitfighter/issues/590#issuecomment-291418600 |
| 03:35:37 | | BFLogBot Comment on issue #590 | User: raptor | Comment: One thing I forgot to mention was that the original level had these same 1-thick walls everywhere, only these 2 remainin ... | https://github.com/bitfighter/bitfighter/issues/590#issuecomment-291418997 |
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| 14:40:56 | | BFLogBot Comment on issue #590 | User: eykamp | Comment: My working theory is that there is some geometric quirk that is causing the polygons to become self-intersecting when t ... | https://github.com/bitfighter/bitfighter/issues/590#issuecomment-291593941 |
| 15:01:57 | | BFLogBot Comment on issue #590 | User: raptor | Comment: The method that does that is 'edgeShrink()', which was used to solve several other issues with overlapping points ... | https://github.com/bitfighter/bitfighter/issues/590#issuecomment-291599764 |
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| 19:51:41 | raptor | it's a boy! OK bye |
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| 22:06:31 | bobdaduck | raptor: AHHHH |
| 22:09:32 | bobdaduck | raptor: I need to know his favorite color. Because reasons that maybe are driven by footloose. |
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