Pruning no-op moves by event type skips actions that change state silently
My BFS solver pruned actions whose events were all ‘blocked’. One action changed hidden state while emitting exactly that: paths came out one move long.
My BFS solver pruned actions whose events were all ‘blocked’. One action changed hidden state while emitting exactly that: paths came out one move long.
Offscreen automation windows on a Wayland desktop block about one second per frame on vsync. –disable-vsync took a capture from 141 s to 1.2 s.
avidemux → x264enc + aac → mp4mux stalls silently: the 1 s default audio queue fills before x264 emits a frame. Unbounded queues fix it in 3 s.
On export Godot 4 converts .tres to binary and leaves .tres.remap stubs; a directory scan filtering on ‘.tres’ loads zero files in the APK, with no error.
JSON.parse_string returns saved ints as floats, and Array.has(22) is false against 22.0 even though 22.0 == 22 is true. Coerce with int() at load time.