Skip to content

Latest commit

 

History

History
527 lines (337 loc) · 21.5 KB

2021-06-05.md

File metadata and controls

527 lines (337 loc) · 21.5 KB

< 2021-06-05 >

2,572,232 events, 1,172,932 push events, 1,786,875 commit messages, 107,091,688 characters

Saturday 2021-06-05 00:55:53 by Piotr Drabik

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


Saturday 2021-06-05 01:12:24 by Nicholas Feinberg

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.


Saturday 2021-06-05 02:55:28 by AmCath

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


Saturday 2021-06-05 05:17:32 by r-neal-kelly

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.


Saturday 2021-06-05 08:28:30 by Murdo Maclachlan

Generalise Colours(), version now static

unrelated to this patch but

fuck you


Saturday 2021-06-05 09:23:05 by barade

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.

Saturday 2021-06-05 10:25:43 by gaaaabriel

went fucking dummy that's like 4 new entries in twenty minutes (fuck you dfys)


Saturday 2021-06-05 10:46:01 by Ferran-Roger Basart i Bosch

[Wampa & Skel] Water colliders truly fixed

Fuck you, past Ferran, present Ferran is superior >:3


Saturday 2021-06-05 12:24:56 by Sage Griffin

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.


Saturday 2021-06-05 14:37:38 by Disquse

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]


Saturday 2021-06-05 15:38:18 by Kshitij Gupta

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


Saturday 2021-06-05 15:39:53 by Alex Cruz

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


Saturday 2021-06-05 17:19:39 by Joshua Varghese

Code to display "I Love You" using BrainFuck

Its not the cleanest code you would find !


Saturday 2021-06-05 17:57:56 by Josh Speagle

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.


Saturday 2021-06-05 19:50:53 by Leo Gao

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


Saturday 2021-06-05 20:35:32 by Ross Fisher

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


Saturday 2021-06-05 20:41:51 by CarmiGuy

Added amazing policy, we love policies, let us implement policies in every course


Saturday 2021-06-05 21:58:19 by Micah R Ledbetter

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


Saturday 2021-06-05 22:46:46 by mayank0508

fuck this shit, dude my eyes are buring omw to sleep, gn mfs see you today morng in 3 hrs 💤


Saturday 2021-06-05 23:55:27 by Jeff Davidson

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


< 2021-06-05 >