2,572,232 events, 1,172,932 push events, 1,786,875 commit messages, 107,091,688 characters
fuck you test me and if it's correct than i'm a fucking genius like no fucking joke I mean I wrote this requ in requ with custom class after 1,25 L of bear and it might not seem like much, but try to do math after 1 and you will understand
Remove Okawaru's friend conduct
It had little actual impact on gameplay and little flavour - mostly it was an occasional surprising annoyance. I think there's room here for a much more interesting, stronger anti-ally conduct, but I don't know when we'll get to it, and there's no good reason to leave this around in the meanwhile.
CAL can fully say fuck you America again, retvrn of green wcc(flag event), old sovl flag option for russian anprim, downfall of numour book readded, recall vol. button ported, unit limit tweaks ported, mongol focus swithcing on the menu, bugfixed and maybe more idk
we've added the parallel evaluation structure to Party_t. We still need to add in all the fillings of course. We'll want to make each evaluator for the various types as parallel friendly as possible, so if can eliminate any need for accessing their parent types, all the better. It will be safe to not lock each members sub types though, because our unit is the member itself. We also don't need to access any other member, so that's even better. But from time to time we may need to access parent types like Members_t. For example, if a new outfit needs to be created, we need to lock for that because we need to know what options are set on the Members_t, and we don't want them changing out from under us...oh wait. It should actually be perfectly safe to read such data. I forgot, we're locking the entire plugin, so menu and dialogue cannot change our settings while we eval. So, the only potential trouble spots are when any of the 8 threads need to change a Parent type. We should remove all of that if possible so we don't have to have the oddball chance of needing the extra internal parallel lock.
Generalise Colours(), version now static
unrelated to this patch but
fuck you
Improvements
- Add Hideouts to the requirement tooltips for tiers.
- Fix creep respawn rect of group 141 which removes creeps from the center of the Maelstrom.
- Move some Dragons away from the goldmine in Azeroth.
- Remove some trees at the entry of the goldmine at the Tree of Life.
- Dragonhawk Rider does not cause Chaos damage anymore.
- Mention upgrade "Blood Elf Animal War Training" in the tooltip of Dragonhawk Riders.
- All heroes have now Any Tier 2/3 Hall as requirement and no Altar which fixes the tier XP bonus.
- Make Spell Breakers and Control Magic unavailable to Human.
- Translate Cleaving Attack tooltip into English.
- Translate Howl of Terror tooltip into English.
- Massively reduce the percentage of Cleaving Attack to a maximum of 150 % instead of 300 %.
- Add many more upgrades to the Human, Orc Blood Elf and Naga AI.
- Let Orc AI train Spirit Walkers.
- Reduce the number of attacking units of the final wave for Human and Orc AI.
- Add Sorceress to Blood Elves.
went fucking dummy that's like 4 new entries in twenty minutes (fuck you dfys)
[Wampa & Skel] Water colliders truly fixed
Fuck you, past Ferran, present Ferran is superior >:3
Build script cleanup (#311)
This commit attempts to clean up the code responsible for compiling Ruby in the build script, as well as get the crate compiling on Windows.
For Unix, the main change here is that I've removed any attempts at
skipping steps beyond those built into make
. This should still skip
the most expensive parts of the build, but be much more resilient. It is
possible (or even likely) that this is going to be slightly slower than
what was there before. If this is undesirable, we should move the C
build out to a separate crate as outlined in #310.
On Windows, this goes from the crate not compiling to the crate
compiling. This commit does not mean that the build on Windows is
working, yet. On my machine, it builds but immediately segfaults when
run. This is most likely because I have configured Ruby to skip all
extensions except ripper. The most likely candidate is enc
(which
unfortunately is also the one I was struggling to get building), but I
haven't dug in further.
Even though Windows builds segfault, I don't think that should block this PR being merged. I've spent several hours banging my head against this, and need to walk away from it for a while. The fact that it compiles is still a step in the right direction. The fact that this is strictly an improvement on what was happening before is why I opted to submit this in this state.
The way Windows build tools are set up is... Funky. MSVC intends you to pretty much always build through Visual Studio, and if you install just the build tools you're expected to run through a shortcut it provides which links MSVC DLLs and sets a ton of env vars for you. This is definitely suboptimal, and I couldn't get the crate to build at all when run from the MSVC console.
The CC crate seems to handle most of this for us. I still ran into a few issues figuring everything out (Ruby builds in 32 bit by default even when compiled on a 64 bit system for... some reason), and I couldn't some extensions (enc and bigdecimal, possibly others) on 64-bit. But I don't think that's because of the build environment.
The other changes were pretty straight forward. There was one instance
where we assumed long
was 64 bits (which isn't true), and the
jemallocator crate doesn't build on Windows at the moment, so I've
disabled it.
The winapi dependency is basically just to get the appropriate
rustc-link-libs
that are needed for Ruby. I'm not sure if the
everything
feature actually slows anything down at runtime or not. It
should probably get pared down at some point, but after realizing it's
at least 6 or 7 dylibs I punted this for now
Fixes #301. Related to #304. Related to #310.
feat(rdr3): state awareness (formerly OneSync)
Server bigmode slot hacks
Move CoreNetworking header to avoid circular dependencies
Make NetworkPlayerMgr class similar to Five
Basic EntitySystem for keeping compatibility
Initial OneSync changes
Fix net time sync
Fix player initialization
Add temp compatibility layer until netObject stuff is researched
Fix WriteDataNode hook
Return back netObject update calls
Update netObject and rework compatibility layer
Semi-working network object viewer
Initial server changes
This breaks FiveM's OneSync
Update old clone debug natives and commands
Still not working tho, CanApply returns false
Workaround about processAck crashes in RDR3
Doesn't work sadly, need more researches
Fix netObject and netObjectMgr vtable order
Add missed net library initializations
Patternify debug logger nops
More struct fixes, attempt to fix experimental natives
Fix netSyncTree vtable
Resolve crashes in Five
Progress fake players are work
Fixes in date nodes buffer
Neutralize some random speech events causing crashes
Need to find a real reason why it crashing since it's actually removes ped phrases
Implement GetPlayersNearPoint hook for RDR3
Fix deletion method hook for RDR3
Fix netBuffer size of object type
Solves a problem with spawning entities with type index bigger than 4 bits (game was removing them on local and remote players was creating wrong types due to overflow)
Random guessing of data nodes for RDR3
A bit of shared between games stuff
Fix projectiles and herds position parsing on server
And random data node guesses
Fix and improve compatibility between V and RDR3
Fix player names with OneSync for RDR3
Rebase, OneSync support for 1355
Fix speech events hook pattern
PostDependencyThreadUpdate indeed doesn't need to be called manually
Fix broken PassObjectControl hook
Fix non-onesync crash caused by wrong nop in logger
Hack to fix tasks sync
Fix crash caused by unknown player related array
Fix entity sync ack processing hook
More net game event related fixes
Reply events still doesn't work it seems, but whistle and other stuff works now
ClientRPC RedM support: at least it compiles edition
Need small tweaks to make it work for RedM
Unbreak FXServer build for RedM OneSync
Define for activating cloning natives
Fix net object sync weirdness
Fix player initial slot id
Remove ugly debug in ObjectIdManager
Fix write data node hook
This also should resolve "speech event" crashes
Fix pass control patch to resolve migration issues
Task sync hacks aren't needed anymore
Implement hacky pool checks for clone creation
Since R* decided to obfuscate pool addresses for some reason (really, why?) storing pool hashes and then getting using our pool API. Caching included. Might be refactored later, but should work for now.
More world grid patches for RDR3
Might fix migration in some edge cases and population from stopping spawning new npcs
Check if blender even exist before doing any manipulations
This code will be changed later, this is just for making sure that local changes won't disappear. And this check actually solves some random crashes related to lack of netBlender.
Remove wrong world grid patch
Fix fake local player allocation crash
Fix sync data creation for just joined players with SP models
Fix netGameEvent vtable order for RDR3
Caused random crashes
Fix crashes caused by physical player creations and deletions
Wrong vtable order in rage::netPlayer caused CPedPlayerComponent pool to never clear and cause crashes. Accidentally uncommented IsActive hook caused crashes when player removal happened in V and RDR3.
Temp fix for issues with object ids in synced vars caused by length hack
Temporal solution and needs to be replaced with something more viable but complex. This fixes desyncs caused by object id wrong serialization/deserialization for specific tasks when length hack is used.
Disable length hack for RedM for now
Previous attempt to fix it showed that tasks desyncs still can happen after bunch of time, so will keep length hacks disabled for now as an even more temp solution.
GetTypeString for netObject, fixes after rebase
Fix net player relevance position function
Should fix various things including explosions
Unbreak getNetPlayerRelevancePosition for non-1s
netSyncDataNode_ForceSendStub have one more argument in RDR3
Might break something for non-1s
A bit of netEventMgr ifdefs for RDR3
Bring back PostDependencyThreadUpdate call in Update
This fixes weapon related issues on OneSync. Probably this function shouldn't be called always indeed, but for now we can try at least
A bit of code cleanup
Fix server build after rebase for RedM OneSync
Some found data node names
Implement sync latency adjusting based on visibility for RDR3
Better entity position calculation
Now the logic is similar to whatever R* is doing in RDR3
RPC natives compat fixes
Still won't work as need to generate separate RPC configuration file for RedM
Avoid routing more than 32 players in player scope
We didn't break all the 32 players hardcoded limits in RDR3 yet, stay tuned
Various cleanups and removed unsafe debug stuff
RedM OneSync branding bits
Remove 1207 comments
Fix object position server parsing
For some reason R* added an unique sector data node for CObjectSyncTree. Except it have no differences comparing to generic CSectorDataNode
Fix server compilation after rebase
I really need to review changes more careful
More server data nodes progress
sgs cross-game work
Co-authored-by: blattersturm [email protected]
vendor: notch-city: Add 3 mode display cutout handler [2/3]
[@AgentFabulous - POSP]
- Introduces the HideCutout and StatusBarStock overlay used in the 3 mode display cutout handler. The HideCutout overlay is necessary since we can't register a content observer in the display manager code. We only have access to resources during boot. Thus, leave this as an overlay and let the config and overlay change methods handle this. Though we can probably do statusbar stock height toggling in the SystemUI code without overlays, I kinda got lazy by the end, just live with it god damn it xD
Change-Id: I62f63f39bcb410cfbc68e0028b9cef3d748d7eb6
notch-city: Refactor package name
Change-Id: Ieb8b35a3062c9334e82153a1dd26df3853db4f1f
Restart with change only on exit
This change allow the user to change everything they have to inside the homescreen activity and only restart on exit. Previously this was a pain in the fucking ass because you had to go in and set each option one by one with a restart inbetween. At least now is not that big of a pain.
- Restart on destroy (hitting the back button, actionbar arrow)
- Restart when a chance is made and the home button is pressed
** Thanks "Jack" for code to detect home button https://stackoverflow.com/a/27956263
- Cleaned up restart code
@eyosen adapted to 10
Change-Id: I4962916ae0bd59d08247b59de585a97a2b9da3a1
Code to display "I Love You" using BrainFuck
Its not the cleanest code you would find !
file updates
I set a monthly schedule to try and update portions of my files and the website since I often find it so frustrating when I come across other researcher's websites that are hopelessly out of date (and so helpful when they aren't!). This is my first attempt at trying to keep up with this schedule, which involves some changes to my CV, EDI, and teaching statements. Big changes are:
- Added in my Chinese name (love you mom!). I'm still not sure about whether I'll keep that long term, but I'm starting to do it for publishing so I figured might as well.
- Cleaned up my EDI statement to be shorter and more to the point.
- Ditto with the teaching statement.
Also debating about whether I want to also add in text related to my personal background and/or mentoring experience since that should probably go somewhere but never quite feels like the right place for it. We'll see how I feel in the future if I can keep this up.
Fix bug where it would try to unpack gzip files on its own. Also made more robust
why does nothing work i hate my life
Only raw if url ends in .gz
It wasn't clear where to run export ZMQ=1
clockenessmnstr — Today at 2:14 PM I'm having trouble getting plot juggler connected. Tried running bridge while ssh'd in and nothing updates in PJ cereal subscriber. No publishers/data. The C2 is just powered up on the table but there should be some services broadcasting right? clockenessmnstr — Today at 4:03 PM Do you just run ./cereal/messaging/bridge on the C2 and start cereal subscriber on JP GUI? zorrobyte — Today at 4:22 PM Yeah, after setting ZMQ In the Pj sir Directory clockenessmnstr — Today at 4:26 PM Thanks! I was setting ZMQ on the C2 :person_facepalming: zorrobyte — Today at 4:29 PM The docs could be better, I'll be submitting PRs today
Added amazing policy, we love policies, let us implement policies in every course
Use minimal theme
Add a bunch of fucking bullshit for fucking github pages and fucking jekyll
Add a readme so I might maybe (probably not) remember how the fuck to build it
Fuck
fuck this shit, dude my eyes are buring omw to sleep, gn mfs see you today morng in 3 hrs 💤
Propagate puzzle notes to PUZ files in the notepad.
Previously, extra metadata outside the standard PUZ notes field was stored in a proprietary META section that is unknown to other applications. This would result in an inconsistent experience, where a JPZ file with visible notes from a non-standard field would be saved as a PUZ that would then lose visible notes when viewed in Across Lite.
With this change, we remove support for the extra META section. Instead, when saving to PUZ, we concatenate all metadata fields which are considered to be notes (using section headers and separators) and insert them as plaintext into the PUZ notes field. Of course this is not a perfect rendering, but in the most common case of having one field for notes but which might not be the field as XWord expects, this does a reasonable job.
There are two main functional changes (to my knowledge):
-
Metadata fields not considered notes-like are now dropped entirely when saving as a PUZ, instead of being stored in the custom META section. This feels reasonable - when saving a JPZ as a PUZ, the most likely reason would be to open the PUZ in another app which won't support the META field anyway; if the intent is to save to a file that can be viewed in XWord itself, there's little reason to change format. But if desired, we could retain the META section as long as we omit any notes-like metadata when doing so (to avoid repeatedly concatenating it to notes each time we load/save the PUZ).
-
Previously, when rendering JPZ notes, the normal "notes" section would have a slightly different shade of gray (#eeeeee) than the other sections (#dddddd). The difference is subtle and I can't discern a major reason for it; removing this allows us to simplify the logic in MyFrame::ShowNotes now that we've needed to push IsNotes() down to the Puzzle level.
See #140