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In my problems, I often want to play out an incorrect sequence to the end, to make it more obvious why it is a failure. glift's static problem controller displays a red X as soon as there is no path to a successful node. I would like to make it not display the failure state until a leaf node is reached. This is easy enough to do in code (I already have it in my local version) but perhaps could be an option.
The text was updated successfully, but these errors were encountered:
This is a suggestion that came up on Go Game Guru fairly often too. My feeling based on comments there is that most people want to play to the end of a variation before getting feedback and that the early feedback really irritated some users.
An option sounds like a good compromise -- I seem to recall that Josh had some well thought out reason for doing it the other way(?) but can't remember what it was right now.
In my problems, I often want to play out an incorrect sequence to the end, to make it more obvious why it is a failure. glift's static problem controller displays a red X as soon as there is no path to a successful node. I would like to make it not display the failure state until a leaf node is reached. This is easy enough to do in code (I already have it in my local version) but perhaps could be an option.
The text was updated successfully, but these errors were encountered: