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1,994,125 events recorded by gharchive.org of which 1,994,125 were push events containing 3,004,563 commit messages that amount to 270,726,811 characters filtered with words.py@e23d022007... to these 38 messages:

Friday 2022-09-30 01:36:51 by boxy-boy

deleting again. dont fuck the thing up again delete the thing jackass i fucking hate myself kill yourself


Friday 2022-09-30 02:30:29 by LeonGamerPS4

IT HURTS LIKE SHITTING FUCKING HELL

1.5 n shit, some stuff crashes the game bc i suck at code, be warned


Friday 2022-09-30 02:40:21 by LemonInTheDark

Micros the lighting subsystem (Saves a second of init) (#69838)

About The Pull Request

Micros lighting objects, and their creation

We save a good bit of time by not walking space turfs adjacent to new objects. We also save some time with micros in the actual underlay update logic.

I swear dude we spend like 0.8 seconds of init applying the underlay. I want threaded maptick already

Micros lighting sources, and corner creation

A: Corners were being passed just A turf, and then expected to generatecorners based on that. This is pointless. It is better to instead pass in the coords of the bottom left turf, and then build in a circle. This saves like 0.3 seconds

B: We use so many damn datum vars in corner application that we just do not need to. This resolves that, since it pissed me off. It's pointless. Lets cache em instead

There's some misc datum var caching going on here too. Lemme see... Oh and a bit of shortcutting for a for loop, since it was a tad expensive on its own.

Also I removed the turfs list, because it does fucking nothing. Why is this still here.

All my little optimizations save about 1 second of init I think Not great, but not bad, and plus actual lighting work is faster now too Why It's Good For The Game

Speed


Friday 2022-09-30 02:40:21 by LemonInTheDark

Airlock open delay audit (#69905)

About The Pull Request

A: Mineral doors no longer take 6 SECONDS to open if you bump anything beforehand. Holy shit why would you do this. B: Airlocks no longer require you to have not bumped anything in a second, lowered to 0.3 seconds. This is safe because I've moved shock immunity to its own logic. This should make opening doors feel less horrible Why It's Good For The Game

Feels better. Changelog

cl balance: Airlocks will open on bump in series much faster now. As a tradeoff, you're immune to shocks from them for a second after you last got shocked by one. fix: Mineral doors will no longer take 6 WHOLE SECONDS to open if you've bumped something else recently /cl


Friday 2022-09-30 03:21:59 by bearrrrrrrrr

i'm KILLING you. i am KILLING y ou. i don't care about anything else i don't give a SHIT about anything else. my programming is just, 'GET THAT FUCKING GUY'


Friday 2022-09-30 05:39:24 by Andrew Gu

[FSDP] Generalize prefetching; lower unshard/reshard to handle (#83665)

Additional Constructor Changes

  • self.sharding_strategy
    • If the world size is 1, I clamp the sharding strategy to NO_SHARD, regardless of the passed-in sharding strategy, since the behavior is fully equivalent. This absolves the need for p._is_sharded or self.world_size == 1 checks in the core code. Once we fully shift the paradigm to using handles, this should result in a clear net positive. However, for now, we still have some places where we interface directly with the FlatParameter, in which case we have some temporary hacky code.
  • HandleConfig
    • As a part of the new design abstraction, much logic is lowered to the FlatParamHandle. This requires the handle be aware of mixed precision, CPU offloading, sharding strategy, and the process group (for world size > 1). To be less error-prone, I re-defined the dataclasss and enums for the handle. These can be removed and coalesced with the existing ones.
    • The drawback is that the FlattenParamsWrapper constructor now takes in the HandleConfig to forward it to the FlatParamHandle constructor. I tolerate this since we plan to retire the FPW. For now, the handle's process group attributes are set later when we call handle.shard().
    • We will dive into this logic lowering later. For now, the idea is we need to pass some extra info to the handle, which must go through the FPW.
  • FullyShardedDataParallel._shard_parameters() -> FlatParamHandle.shard()
  • [Important] Generalizing attributes to remove the 1 FullyShardedDataParallel : 1 FlatParameter assumption
    • Before: _fsdp_graph_order, _pre_backward_hook_full_params_prefetched, _forward_full_params_prefetched, reshard_after_forward are with respect to 1 FullyShardedDataParallel
    • After: (1) We use FlatParamHandle in place of FullyShardedDataParallel. (2) The atomic unit for forward and pre-backward is a group of handles involved in the same module's forward/pre-backward. This is represented as Tuple[FlatParamHandle, ...]. For now, this is always a singleton tuple, but this shift enables a module having multiple FSDP parameters (which we have use cases for).
  • _reset_lazy_init() attributes
    • The prefetched flags are merged into self._handles_prefetched, which is directly defined in the constructor. reshard_after_forward is retired since it can be fully determined by other attributes (_is_root and sharding_strategy).

FSDP Runtime: Unshard

The first step is to read the existing _rebuild_full_params(). A few notable observations:

  • It returns Tuple[Tensor, bool]. The first element is the padded unsharded flattened parameter, and the second element is whether we can free it upon exiting summon_full_params(). This return value is only used in summon_full_params().
  • If parameter mixed precision is enabled and the FlatParameter is already unsharded, then the low precision shard (_mp_shard) is still re-allocated on GPU. (It is freed at the end of the method.)
  • If CPU offloading is enabled and the FlatParameter is already unsharded, then there is a no-op p.data = p.data.to(self.compute_device, non_blocking=True).
  • Inside summon_full_params(), mixed_precision_cast_ran is always False. Therefore, the return value for the not p._is_sharded and mixed_precision_cast_ran branch is unused. -summon_full_params() can only be called (before forward or after backward) or (between forward and backward). Given this, I cannot think of a case where we call summon_full_params(), the FlatParameter is already unsharded, but reshard_after_forward is True. The FlatParameter should be sharded (before forward or after backward), and the FlatParameter may only be unsharded (between forward and backward) if reshard_after_forward is False.
  • If parameter mixed precision is enabled and the sharding strategy is a sharded one, then inside summon_full_params(), the FlatParameter is unsharded in full precision. This involves allocating a new padded unsharded flattened parameter on GPU in full precision since _full_param_padded is in the low precision.

Some comments:

  • Ideally, we reduce the complexity of the core code path: i.e. unshard for forward and pre-backward. If the return value is only used for summon_full_params(), we should consider if we can compartmentalize that logic.
  • The branching is complex, and some return values are never used, where this fact is not immediately obvious. We should see if we can reduce the branch complexity.

Disclaimer: The difference in attribute semantics between NO_SHARD and the sharded strategies makes it challenging to unify the cases. This PR does not attempt to address that since it requires more design thought. However, it does attempt to reduce the complexity for the sharded strategies.

Unshard: Core Code Path

Let us trace through the new logical unshard.

  1. FullyShardedDataParallel._unshard(self, handles: List[FlatParamHandle], prepare_gradient: bool)
    • This iterates over the handles and calls handle.pre_unshard(), handle.unshard(), and handle.post_unshard(prepare_gradient) in the all-gather stream.
  2. FlatParamHandle.needs_unshard(self)
    • We take an aside to look at this key subroutine.
    • For NO_SHARD, this returns False.
    • For sharded strategies, this checks if the padded unsharded flattened parameter is allocated. The padded unsharded flattened parameter is the base tensor for the unpadded unsharded flattened parameter, which is a view into the padded one. Thus, the padded one's allocation fully determines if the FlatParameter is unsharded.
    • For sharded strategies, to accommodate the parameter mixed precision + summon_full_params() case, we introduce _full_prec_full_param_padded, which is the padded unsharded flattened parameter in full precision. The helper _get_padded_unsharded_flat_param() takes care of this casing and returns the padded unsharded flattened parameter. Instead of allocating a new tensor each time, we manually manage _full_prec_full_param_padded's storage just like for _full_param_padded.
  3. FlatParamHandle.pre_unshard(self)
    • For sharded strategies, the postcondition is that the handle's FlatParameter points to the tensor to all-gather. This should be on the communication device and in the desired precision. The allocation and usage of the low precision shard for parameter mixed precision and the CPU -> GPU copy for CPU offloading both classify naturally in the pre-unshard.
    • For sharded strategies, if the FlatParameter does not need to be unsharded, pre_unshard() is a no-op. This avoids unnecessarily allocating and freeing the low precision shard.
    • For NO_SHARD, we simply preserve the existing semantics.
  4. FlatParamHandle.unshard(self)
    • If the handle was resharded without freeing the padded unsharded flattened parameter (e.g. summon_full_params() between forward and backward when reshard_after_forward=False), then the FlatParameter points to the sharded flattened parameter. We need to switch to using the unsharded parameter. This is a design choice. Alternatively, we may not switch to using the sharded flattened parameter in reshard() if we do not free the padded unsharded flattened parameter. However, the postcondition that the FlatParameter points to the sharded flattened parameter after reshard() is helpful logically, so I prefer this approach.
    • Otherwise, this allocates the padded unsharded flattened parameter, all-gathers, and switches to using the unpadded unsharded flattened parameter.
    • In the future, we may add an option to unshard() that additionally all-gathers the gradient.
  5. FlatParamHandle.post_unshard(self, prepare_gradient: bool)
    • For sharded strategies, if using parameter mixed precision, this frees the low precision shard. More generally, this should free any sharded allocations made in pre_unshard() since the all-gather has been launched. If using CPU offloading, the GPU copy of the local shard goes out of scope after unshard() and is able to be garbage collected. We should understand if there is any performance difference between manually freeing versus deferring to garbage collection since our usage is inconsistent. For now, I preserve the existing semantics here.
    • prepare_gradient is meant to be set to True for the pre-backward unshard and False for the forward unshard. This runs the equivalent logic of _prep_grads_for_backward().
    • This post-unshard logic (notably the gradient preparation) now runs in the all-gather stream, which is fine because we always have the current stream wait for the all-gather stream immediately after FullyShardedDataParallel._unshard(). IIUC, we do not need to call _mp_shard.record_stream(current_stream) (where current_stream is the default stream) because _mp_shard is allocated and freed in the same (all-gather) stream.
    • A postcondition is that the FlatParameter is on the compute device. It should also have the unpadded unsharded size (though I do not have a check for this at the moment).

Unshard: summon_full_params()

Now that we see how the logical unshard has been reorganized for the core code path, let us dive into summon_full_params().

The two constraints are:

  1. If using parameter mixed precision, we should unshard in full precision.
  2. We must determine if we should free the padded unsharded flattened parameter upon exiting.

The first constraint is addressed as described before in the core unshard code path, so it remains to explore the second constraint.

I propose a simple rule: We free iff we actually unshard the FlatParameter in summon_full_params() (i.e. it was not already unsharded). We perform a case analysis:

Parameter mixed precision enabled:

  • NO_SHARD: flat_param.data points to flat_param._local_shard, which is the full precision unsharded flattened parameter. This is not safe to free.
  • FULL_SHARD / SHARD_GRAD_OP: We force full precision and all-gather to _full_prec_full_param_padded. We do not support nested summon_full_params(), so _full_prec_full_param_padded must be unallocated. We unshard, and it is safe to free.

Parameter mixed precision disabled:

  • NO_SHARD: This is the same as with mixed precision enabled. This is not safe to free.
  • FULL_SHARD / SHARD_GRAD_OP: We all-gather to _full_param_padded. It may already be unsharded.
    • Already unsharded: The unshard is a no-op. This is not safe to free.
      • For FULL_SHARD, this can happen for the root FSDP instance after forward() but before backward.
      • For SHARD_GRAD_OP, this can happen for all FSDP instances after forward() but before backward.
    • Needs unshard: We unshard. This is safe to free.

Therefore, we see that it is not safe to free when using NO_SHARD and when using a sharded strategy but the FlatParameter is already unsharded. This is precisely the proposed rule.

There were two notable edge cases that the existing code did not address.

  1. The existing code tests if the FlatParameter is already unsharded by checking the allocation status of _full_param_padded. When using parameter mixed precision, this is the incorrect tensor to check. If _full_param_padded is allocated (e.g. when reshard_after_forward=False and calling summon_full_params() between forward and backward), the already-unsharded check is a false positive, and summon_full_params() does not correctly force full precision. pytorch/pytorch#83068
    • This PR's needs_unshard() check correctly routes to the appropriate padded unsharded flattened parameter depending on the calling context (i.e. if it needs to force full precision or not).
  2. The existing code does not free the GPU copy of the padded unsharded flattened parameter when calling summon_full_params(offload_to_cpu=True). It unshards the FlatParameter, moves the padded unsharded flattened parameter to CPU, and sets the FlatParameter data to be the appropriate unpadded view into the padded unsharded flattened parameter on CPU. However, _full_param_padded still points to the all-gathered padded unsharded flattened parameter on GPU, which is kept in memory. pytorch/pytorch#83076
    • This PR frees the GPU copy and reallocates it upon exiting summon_full_params(). This is essential for avoiding peak GPU memory usage from increasing as we recurse through the module tree. There may be some cases where we can avoid reallocation altogether, but that can be addressed in a follow-up PR.
    • This PR offloads the unpadded unsharded flattened parameter to CPU directly instead of the padded one. As far as I can tell, there is no need to include the padding since unflattening the original parameters does not require the padding.
    • The relevant code is in the context manager FlatParamHandle.to_cpu().

Unshard: Mixed-Precision Stream

This PR removes the mixed precision stream usage. As is, I do not think there is any extra overlap being achieved by the stream usage.

The low precision shard is allocated and copied to in the mixed precision stream (code), and the current stream (in this case the all-gather stream) waits for the mixed precision stream (code). However, we immediately schedule an all-gather that communicates that exact low precision shard (code) with no other meaningful computation between. If we remove the mixed precision stream, the low precision shard is allocated and copied to in the all-gather stream (including the non-blocking CPU -> GPU copy if using CPU offloading).

Under this PR's design, we may consider a "pre-unshard" stream for all logical pre-unshard data transfers if we want to overlap in the future. IIUC, the overlap opportunity exists if there are multiple FlatParameters per module, and we only have the all-gather stream wait for the data transfer corresponding to the local shard it communicates, not the others.

If we agree on removing the mixed-precision stream for now, I will remember to delete it from _init_streams().

FSDP Runtime: Reshard

Like with unshard, the first step is the look at the existing _free_full_params() and _use_param_local_shard(). A few notable observations:

  • For only NO_SHARD, _free_full_params() includes a call to _free_mp_shard().
  • For summon_full_params(), there is a separate _free_full_params_and_use_local_shard() that duplicates the main logic of _free_full_params() and calls _use_param_local_shard().
  • In forward(), if reshard_after_forward=True, we call _free_full_params() and then _free_mp_shard(). Hence, for NO_SHARD, the _free_mp_shard() is a no-op.
  • In the post-backward hook, we typically call _free_full_params() and _free_mp_shard(). The _free_mp_shard() is a no-op for NO_SHARD and if reshard_after_forward=True.

Some comments:

  • The code certainly works, but some of the no-ops are subtle. When possible, we should make it clear when calls are no-ops or not. It is good that the existing code documents that _free_mp_shard() is a no-op in the post-backward hook when reshard_after_forward=True. However, there are still some non-obvious no-ops (around NO_SHARD).
  • We should see if we can avoid the duplicate _free_full_params_and_use_local_shard().

Let us trace through the logical reshard:

  1. FullyShardedDataParallel._reshard(self, handles: List[FlatParamHandle], free_unsharded_flat_params: List[bool])
    • The two args should have the same length since they are to be zipped.
    • The goal of having free_unsharded_flat_params is that the caller should be explicit about whether the (padded) unsharded flattened parameter should be freed. The low precision shard is always meant to be freed (as early as possible), so there is no corresponding List[bool].
  2. FlatParamHandle.reshard(self, free_unsharded_flat_param: bool)
    • This frees the (padded) unsharded flattened parameter if free_unsharded_flat_param and switches to using the sharded flattened parameter.
    • Echoing back to forcing full precision in summon_full_params(), _free_unsharded_flat_param() frees the correct tensor by using _get_padded_unsharded_flat_parameter().
  3. FlatParamHandle.post_reshard(self)
    • I am not fully content with the existence of this method, but this seems to be an unavoidable consequence of NO_SHARD. Perhaps, this may be useful in the future for other reasons though.
    • Right now, this method is only meaningful for NO_SHARD + parameter mixed precision + outside summon_full_params(). _mp_shard is not freed in the post-unshard since it is also the low precision unsharded flattened parameter, so we must delay the free until the the post-reshard.

Below the FlatParamHandle.reshard() and post_reshard() layer, there should not be any no-ops.

One final comment I will mention is that I like the pre_unshard(), unshard(), post_unshard(), and reshard(), post_reshard() organization because it makes it clear what the boundaries are and their temporal relationship. Through that, we can set pre- and post-conditions. Furthermore, we can eventually convert logic to hooks that may be registered on the FlatParamHandle (for pre_unshard(), post_unshard(), and post_reshard()). This may improve the customizability of FSDP.

FSDP Runtime: forward()

  • This PR reorganizes forward() in preparation for non-recursive wrapping, which uses pre-forward and post-forward hooks that expect the signature hook(module, input). For FSDP, the module and input arguments are not used.
  • This PR creates a new method _fsdp_root_pre_forward() to handle the logic only the root FSDP should run.

FSDP Prefetching

Finally, we dive into the prefetching changes. Some highlights:

  1. This PR unifies the execution order validation and prefetching implementations.
    • Both involve the execution order and can be unified to share some boilerplate.
  2. Execution order validation only runs when the distributed debug level is INFO.
    • We have yet to have one success case where we actually catch an unintended source of dynamism. The warning is also too verbose. Hence, we are gating it by the INFO level.
  3. This PR moves prefetching to be with respect to groups of handles (as mentioned in the constructor comment).
    • This is essential for supporting prefetching with non-recursive wrapping.
  4. This PR does not include "bubbles", i.e. modules with no handles, in the recorded execution order(s). This deviates from the existing implementation.
    • This makes prefetching possibly more aggressive (when there are such bubbles), but it should not have significant performance implications either way.
  5. This PR changes backward prefetching to reset the post-forward order each iteration (as intended).
  6. This PR changes forward prefetching to use the first iteration's pre-forward order instead of the first iteration's post-forward order. (We can discuss whether we want this in this PR or not. Otherwise, I can keep it as using the post-forward order to preserve the existing semantics.) This PR also removes the all_gather_stream.wait_stream(current_stream) before forward prefetching because it does not help with high GPU reserved memory. We can add that back if desired.

Appendix

Reverse Post-Forward Order Is Not Always the Pre-Backward Order

The existing PT-D FSDP pre-backward prefetching uses the reverse post-forward order.

Model Code
class Model(nn.Module):
  def __init__(self):
      super().__init__()
      self.block1 = nn.Sequential(
          nn.Conv2d(3, 4, kernel_size=3),
          nn.BatchNorm2d(4),
          nn.ReLU(inplace=True),
      )
      self.block2 = nn.Sequential(
          nn.Conv2d(4, 4, kernel_size=3),
          nn.BatchNorm2d(4),
          nn.ReLU(inplace=False),
      )
      self.block3 = nn.Linear(12, 8)
      self.head = nn.Sequential(
          nn.AdaptiveAvgPool2d(output_size=(1, 1)),
          nn.Flatten(),
          nn.Linear(4, 10),
      )

  def forward(self, x):
      x = self.block1(x)
      x = self.block2(x)
      x = self.block3(x)
      return self.head(x)

model = Model().cuda()
fsdp_kwargs = {}
model.block1[1] = FSDP(model.block1[1], **fsdp_kwargs)  # BN2d
model.block2[1] = FSDP(model.block2[1], **fsdp_kwargs)  # BN2d
model.block1 = FSDP(model.block1, **fsdp_kwargs)
model.block2 = FSDP(model.block2, **fsdp_kwargs)
model.block3 = FSDP(model.block3, **fsdp_kwargs)
model = FSDP(model, **fsdp_kwargs)
Execution Orders
Pre-backward hook for ('head.2.weight', 'head.2.bias') 140339520587136 (model)
Pre-backward hook for ('weight', 'bias') 140339461194656 (block3)
Pre-backward hook for ('0.weight', '0.bias') 140339520589776 (block2)
Pre-backward hook for ('weight', 'bias') 140339520587664 (block2 BN)
Pre-backward hook for ('weight', 'bias') 140339520586656 (block1 BN)
Pre-backward hook for ('0.weight', '0.bias') 140339520588768 (block1)

Pre-forward order:
('head.2.weight', 'head.2.bias') 140339520587136 (model)
('0.weight', '0.bias') 140339520588768 (block1)
('weight', 'bias') 140339520586656 (block1 BN)
('0.weight', '0.bias') 140339520589776 (block2)
('weight', 'bias') 140339520587664 (block2 BN)
('weight', 'bias') 140339461194656 (block3)

Reverse post-forward order:
('head.2.weight', 'head.2.bias') 140339520587136 (model)
('weight', 'bias') 140339461194656 (block3)
('0.weight', '0.bias') 140339520589776 (block2)
('weight', 'bias') 140339520587664 (block2 BN)
('0.weight', '0.bias') 140339520588768 (block1)
('weight', 'bias') 140339520586656 (block1 BN)

Differential Revision: D39293429 Pull Request resolved: pytorch/pytorch#83665 Approved by: https://github.com/zhaojuanmao


Friday 2022-09-30 05:52:08 by Steven L

Sharing one of my favorite "scopes" in intellij, and making it easier to add more (#1182)

Goland is nice, and the type-based navigation is wildly superior to gopls-driven stuff in my experience, so I tend to lean hard on it when I'm able.

By default though, Goland searches everything. All the time. That's totally reasonable as a default, but we can do better:

  • Tests are not usually all that interesting when trying to understand and navigate code. (perhaps they should be, but that's more a platonic ideal than a reality)
  • Generated RPC code is almost never useful to dive into. The exposed API surface is sufficient, if it compiles, it's correct.
  • Non-Go files are just less interesting in a Go project.

So this scope excludes ^ all that. To add more shared ones, just check the "share through vcs" box and commit it.

To use it, just select the scope from the dropdown when you search. E.g. "find in files" -> change from "in project" to "scope" -> change the dropdown. This custom scope will now appear, and it'll remember what you last used, so it's a nice default.

This also works in "call hierarchy", "go to implementations" (open it in a panel to configure it, with the gear on the side. it's awful UI but it works), etc quite a lot of places.

This same kinda-obtuse search-scope query language can be used to mark things as generated or test related, which will also help other parts of the IDE mark things as more or less relevant for you. It's worth exploring a bit, scopes and filters can be used to do a lot: https://www.jetbrains.com/help/idea/scope-language-syntax-reference.html


Friday 2022-09-30 06:07:19 by John Willard

pumping your heart doesnt require to be conscious (#63290)

Simply removes the requirement to be conscious to pump your blood with a cursed heart. Why It's Good For The Game

Entering crit or falling asleep is basically a life sentence since you are unable to pump your blood while asleep. The player still is manually pumping it, I don't see any reason why the user has to be awake for it. This also means medical can't revive you, as you'll instantly lose all your blood before you have enough time to wake up to start pumping again. The only IC fix would be to remove your heart entirely, something most doctors wouldn't even notice. Changelog

cl fix: You can manually pump your blood while asleep/in crit, rather than instantly lose all your blood and die forever. /cl


Friday 2022-09-30 06:20:59 by LemonInTheDark

Macro optimizes SSmapping saving 50% (#69632)

  • 'optimizes' space transitions by like 0.06 seconds, makes them easier to read tho, so that's an upside

  • ''''optimizes'''' parsed map loading

I'm honestly not sure how big a difference this makes, looked like small percentage points if anything It's a bit more internally concistent at least, which is nice. Also I understand the system now.

I'd like to think it helped but I think this is kinda a "do you think it's easier to read" sort of situation. if it did help it was by the skin of its teeth

  • Saves 0.6 seconds off loading meta and lavaland's map files

This is just a lot of micro stuff. 1: Bound checks don't need to be inside for loops, we can instead bound the iteration counts 2: TGM and DMM are parsed differently. in dmm a grid_set is one z level, in tgm it's one collumn. Realizing this allows you to skip copytexts and other such silly in the tgm implemenentation, saving a good bit of time 3: Min/max bounds do not need to be checked inside for loops, and can instead be handled outside of them, because we know the order of x and y iteration. This saves 0.2 seconds

I may or may not have made the code harder to read, if so let me know and I'll check it over.

  • Micro ops key caching significantly. Fixes macros bug

inserting \ into a dmm with no valid target would just less then loop the string. Dumb

Anyway, optimizations. I save a LOT of time by not needing to call find_next_delimiter_position for every entry and var set. (like maybe 0.5 seconds, not totally sure) I save this by using splittext, which is significantly faster. this would cause parsing issues if you could embed \n into dmms, but you can't, so I'm safe.

Lemme see uh, lots of little things, stuff that's suboptimal or could be done cheaper. Some "hey you and I both know a " is 2 chars long sort of stuff

I removed trim_text because the quote trimming was never actually used, and the space trimming was slower then using the code in trim. I also micro'd trim to save a bit of time. this saves another maybe 0.5.

Few other things, I think that's the main of it. Gives me the fuzzy feelings

  • Saves 50% of build_coordinate's time

Micro optimizing go brrrrr I made turf_blacklist an assoc list rather then just a normal one, so lookups are O(log n) instead of O(n). Also it's faster for the base case of loading mostly space.

Instead of toggling the map loader right before and right after New() calls, we toggle at the start of mapload, and disable then reenable if we check tick. This saves like 0.3 seconds

Rather then tracking an area cache ourselves, and needing to pass it around, we use a locally static list to reference the global list of area -> type. This is much faster, if slightly fragile.

Rather then checking for a null turf at every line, we do it at the start of the proc and not after. Faster this way, tho it can in theory drop area vvs.

Avoids calling world.preloader_setup unless we actually have a unique set of attributes. We use another static list to make this comparison cheap. This saves another 0.3

Rather then checking for area paths in the turf logic, or vis versa, we assume we are creating the type implied by the index we're reading off. So only the last type entry will be loaded like a turf, etc. This is slightly unsafe but saves a good bit of time, and will properly error on fucked maps.

Also, rather then using a datum to hold preloader vars, we use 2 global variables. This is faster.

This marks the end of my optimizations for direct maploading. I've reduced the cost of loading a map by more then 50% now. Get owned.

  • Adds a define for maploading tick check

  • makes shuttles load again, removes some of the hard limits I had on the reader for profiling

  • Macro ops cave generation

Cave generation was insanely more expensive then it had any right to be. Maybe 0.5 seconds was saved off not doing a range(12) for EVERY SPAWNED MOB. 0.14 was saved off using expanded weighted lists (A new idea of mine) This is useful because I can take a weighted list, and condense it into weight * path count. This is more memory heavy, and costs more to create, but is so much faster then the proc.

I also added a naive implementation of gcd to make this a bit less bad. It's not great, but it'll do for this usecase.

Oh and I changed some ChangeTurfs into New()s. I'm still not entirely sure what the core difference between the two is, but it seems to work fine. I believe it's safe because the turf below us hasn't init'd yet, there's nothing to take from them. It's like 3 seconds faster too so I'll be sad when it turns out I'm being dumb

  • Micros river spawning

This uses the same sort of concepts as the last change, mostly New being preferable to ChangeTurf at this level of code. This bit isn't nearly as detailed as the last few, I honestly got a bit tired. It's still like 0.4 seconds saved tho

  • Micros ruin loading

Turns out it saves time if you don't check area type for every tile on a ruin. Not a whole ton faster, like 0.03, but faster.

Saves even more time (0.1) to not iterate all your ruin's turfs 3 times to clear away lavaland mobs, when you're IN SPACE who wrote this.

Oh it also saves time to only pull your turf list once, rather then 3 times


Friday 2022-09-30 07:13:59 by bors

Auto merge of #101986 - WaffleLapkin:move_lint_note_to_the_bottom, r=estebank

Move lint level source explanation to the bottom

So, uhhhhh

r? @estebank

User-facing change

"note: #[warn(...)] on by default" and such are moved to the bottom of the diagnostic:

-   = note: `#[warn(unsupported_calling_conventions)]` on by default
   = warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
   = note: for more information, see issue #87678 <https://github.com/rust-lang/rust/issues/87678>
+   = note: `#[warn(unsupported_calling_conventions)]` on by default

Why warning is enabled is the least important thing, so it shouldn't be the first note the user reads, IMO.

Developer-facing change

struct_span_lint and similar methods have a different signature.

Before: ..., impl for<'a> FnOnce(LintDiagnosticBuilder<'a, ()>) After: ..., impl Into<DiagnosticMessage>, impl for<'a, 'b> FnOnce(&'b mut DiagnosticBuilder<'a, ()>) -> &'b mut DiagnosticBuilder<'a, ()>

The reason for this is that struct_span_lint needs to edit the diagnostic after decorate closure is called. This also makes lint code a little bit nicer in my opinion.

Another option is to use impl for<'a> FnOnce(LintDiagnosticBuilder<'a, ()>) -> DiagnosticBuilder<'a, ()> altough I don't really see reasons to do let lint = lint.build(message) everywhere.

Subtle problem

By moving the message outside of the closure (that may not be called if the lint is disabled) format!(...) is executed earlier, possibly formatting Ty which may call a query that trims paths that crashes the compiler if there were no warnings...

I don't think it's that big of a deal, considering that we move from format!(...) to fluent (which is lazy by-default) anyway, however this required adding a workaround which is unfortunate.

P.S.

I'm sorry, I do not how to make this PR smaller/easier to review. Changes to the lint API affect SO MUCH 😢


Friday 2022-09-30 08:18:10 by LemonInTheDark

Updates stable to latest (ish) /tg/, nukes FOV, starts to implement split vis walls (#88)

My goal here is to get things setup properly for people who aren't me to contribute, so we can get this sucker DONE. Things of note:

Anything I noticed as an issue in dev I've marked with // wallening todo: This spans sprite and code issues, along with a few "hey lemon you 4head fix this" Oh also closes #48, We've got walls split (kinda it's still not perfectly cut I'm workin with action) so it's a solved issue now, excluding some potential headaches with right click. we'll seeee

I FIXED THE MULTIZ BUG SO WE'RE GOOD TO USE SIDE_MAP NOW

Yes, I kept the blind fov effects.


Friday 2022-09-30 11:15:54 by san7890

Crab-17 No Longer Breaks Economy If You Swipe Too Fast (#70094)

Hey there,

Remember swiping credit cards, before everything was chipped? You know how sometimes if you went too slow, the transaction might fail, the cashier had to plonk in some digits on their machine, and you had to go again? That kinda sucked.

If you're too young to get that reference, just imagine the card swiping task in AMONG US. Doesn't that minigame suck? You know exactly what that is. Same principle.

Anyways, that's pretty much what was going on here. The reason why SS.Economy would break so god damn hard if you swiped an ID before the machine's "boot up" slowflake animation was complete is probably due to the line where it starts fast processing. I added an early return to check for if the animation was complete by leveraging a var we already set at the end of the process, because I am lazy.

There's probably a few other ways you can tackle this issue, but this feels right to me in a thematic sense. I'm willing to change it if needed though.


Friday 2022-09-30 12:13:39 by Pusheon

Starting with the next update, Public Mewdeko will no longer have support for streaming youtube music. Fuck you discord. https://youtu.be/fOpEdS3JVYQ


Friday 2022-09-30 12:16:55 by dnwiebe

GH-625: Log message enhancements, plus clippy appeasement (#153)

  • Log message enhancements, plus clippy appeasement

  • GH-627: Clippy should be happy again by now

  • GH-627: one line was silly

  • GH-627: starting ignoring the troublesome test again

  • GH-627: there was a formatting issue

  • handles_startup_and_shutdown_integration now doesn't run in Actions on Windows

  • handles_startup_and_shutdown_integration now doesn't run in Actions on Windows

  • Added import

  • GH-625: Formatting

  • GH-625: Remember to return

Co-authored-by: Bert [email protected]


Friday 2022-09-30 13:33:33 by May Evans

Stone Evolution L1 Learnset Improvements

Because these Pokemon cannot be captured in the wild, this exclusively buffs the trainers, and by a significant amount too. I left Starmie out to balance out the early-game given how powerful it can be.

Ninetales should be at least L42 in each encounter to account for Fire Spin.

Vileplume and Bellossom should be at least L38, but I think Erika puts Mega Drain over Petal Dance so she should be fine..?

Tsubomitto should be L40+ to account for Lovely Kiss.

Exeggutor should be at least L48+ to account for Sleep Powder.

Cloyster should be at least L23 to account for Clamp. To nerf it, increase its level to 50, where Spike Cannon replaces Explosion.

I have also done a few fixes and stuff;

  • Magnezone is part-Steel
  • Leafeon gets Swords Dance
  • Added Silph Gauntlet Team for the Channeler, assuming L65 is what will be used.

Friday 2022-09-30 13:34:52 by Christian Brauner

BACKPORT: signal: add pidfd_send_signal() syscall

The kill() syscall operates on process identifiers (pid). After a process has exited its pid can be reused by another process. If a caller sends a signal to a reused pid it will end up signaling the wrong process. This issue has often surfaced and there has been a push to address this problem [1].

This patch uses file descriptors (fd) from proc/ as stable handles on struct pid. Even if a pid is recycled the handle will not change. The fd can be used to send signals to the process it refers to. Thus, the new syscall pidfd_send_signal() is introduced to solve this problem. Instead of pids it operates on process fds (pidfd).

/* prototype and argument /* long pidfd_send_signal(int pidfd, int sig, siginfo_t *info, unsigned int flags);

/* syscall number 424 */ The syscall number was chosen to be 424 to align with Arnd's rework in his y2038 to minimize merge conflicts (cf. [25]).

In addition to the pidfd and signal argument it takes an additional siginfo_t and flags argument. If the siginfo_t argument is NULL then pidfd_send_signal() is equivalent to kill(, ). If it is not NULL pidfd_send_signal() is equivalent to rt_sigqueueinfo(). The flags argument is added to allow for future extensions of this syscall. It currently needs to be passed as 0. Failing to do so will cause EINVAL.

/* pidfd_send_signal() replaces multiple pid-based syscalls */ The pidfd_send_signal() syscall currently takes on the job of rt_sigqueueinfo(2) and parts of the functionality of kill(2), Namely, when a positive pid is passed to kill(2). It will however be possible to also replace tgkill(2) and rt_tgsigqueueinfo(2) if this syscall is extended.

/* sending signals to threads (tid) and process groups (pgid) */ Specifically, the pidfd_send_signal() syscall does currently not operate on process groups or threads. This is left for future extensions. In order to extend the syscall to allow sending signal to threads and process groups appropriately named flags (e.g. PIDFD_TYPE_PGID, and PIDFD_TYPE_TID) should be added. This implies that the flags argument will determine what is signaled and not the file descriptor itself. Put in other words, grouping in this api is a property of the flags argument not a property of the file descriptor (cf. [13]). Clarification for this has been requested by Eric (cf. [19]). When appropriate extensions through the flags argument are added then pidfd_send_signal() can additionally replace the part of kill(2) which operates on process groups as well as the tgkill(2) and rt_tgsigqueueinfo(2) syscalls. How such an extension could be implemented has been very roughly sketched in [14], [15], and [16]. However, this should not be taken as a commitment to a particular implementation. There might be better ways to do it. Right now this is intentionally left out to keep this patchset as simple as possible (cf. [4]).

/* naming */ The syscall had various names throughout iterations of this patchset:

  • procfd_signal()
  • procfd_send_signal()
  • taskfd_send_signal() In the last round of reviews it was pointed out that given that if the flags argument decides the scope of the signal instead of different types of fds it might make sense to either settle for "procfd_" or "pidfd_" as prefix. The community was willing to accept either (cf. [17] and [18]). Given that one developer expressed strong preference for the "pidfd_" prefix (cf. [13]) and with other developers less opinionated about the name we should settle for "pidfd_" to avoid further bikeshedding.

The "_send_signal" suffix was chosen to reflect the fact that the syscall takes on the job of multiple syscalls. It is therefore intentional that the name is not reminiscent of neither kill(2) nor rt_sigqueueinfo(2). Not the fomer because it might imply that pidfd_send_signal() is a replacement for kill(2), and not the latter because it is a hassle to remember the correct spelling - especially for non-native speakers - and because it is not descriptive enough of what the syscall actually does. The name "pidfd_send_signal" makes it very clear that its job is to send signals.

/* zombies */ Zombies can be signaled just as any other process. No special error will be reported since a zombie state is an unreliable state (cf. [3]). However, this can be added as an extension through the @flags argument if the need ever arises.

/* cross-namespace signals */ The patch currently enforces that the signaler and signalee either are in the same pid namespace or that the signaler's pid namespace is an ancestor of the signalee's pid namespace. This is done for the sake of simplicity and because it is unclear to what values certain members of struct siginfo_t would need to be set to (cf. [5], [6]).

/* compat syscalls */ It became clear that we would like to avoid adding compat syscalls (cf. [7]). The compat syscall handling is now done in kernel/signal.c itself by adding __copy_siginfo_from_user_generic() which lets us avoid compat syscalls (cf. [8]). It should be noted that the addition of __copy_siginfo_from_user_any() is caused by a bug in the original implementation of rt_sigqueueinfo(2) (cf. 12). With upcoming rework for syscall handling things might improve significantly (cf. [11]) and __copy_siginfo_from_user_any() will not gain any additional callers.

/* testing */ This patch was tested on x64 and x86.

/* userspace usage */ An asciinema recording for the basic functionality can be found under [9]. With this patch a process can be killed via:

#define _GNU_SOURCE #include <errno.h> #include <fcntl.h> #include <signal.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <sys/stat.h> #include <sys/syscall.h> #include <sys/types.h> #include <unistd.h>

static inline int do_pidfd_send_signal(int pidfd, int sig, siginfo_t *info, unsigned int flags) { #ifdef __NR_pidfd_send_signal return syscall(__NR_pidfd_send_signal, pidfd, sig, info, flags); #else return -ENOSYS; #endif }

int main(int argc, char *argv[]) { int fd, ret, saved_errno, sig;

     if (argc < 3)
             exit(EXIT_FAILURE);

     fd = open(argv[1], O_DIRECTORY | O_CLOEXEC);
     if (fd < 0) {
             printf("%s - Failed to open \"%s\"\n", strerror(errno), argv[1]);
             exit(EXIT_FAILURE);
     }

     sig = atoi(argv[2]);

     printf("Sending signal %d to process %s\n", sig, argv[1]);
     ret = do_pidfd_send_signal(fd, sig, NULL, 0);

     saved_errno = errno;
     close(fd);
     errno = saved_errno;

     if (ret < 0) {
             printf("%s - Failed to send signal %d to process %s\n",
                    strerror(errno), sig, argv[1]);
             exit(EXIT_FAILURE);
     }

     exit(EXIT_SUCCESS);

}

/* Q&A

  • Given that it seems the same questions get asked again by people who are
  • late to the party it makes sense to add a Q&A section to the commit
  • message so it's hopefully easier to avoid duplicate threads.
  • For the sake of progress please consider these arguments settled unless
  • there is a new point that desperately needs to be addressed. Please make
  • sure to check the links to the threads in this commit message whether
  • this has not already been covered. */ Q-01: (Florian Weimer [20], Andrew Morton [21]) What happens when the target process has exited? A-01: Sending the signal will fail with ESRCH (cf. [22]).

Q-02: (Andrew Morton [21]) Is the task_struct pinned by the fd? A-02: No. A reference to struct pid is kept. struct pid - as far as I understand - was created exactly for the reason to not require to pin struct task_struct (cf. [22]).

Q-03: (Andrew Morton [21]) Does the entire procfs directory remain visible? Just one entry within it? A-03: The same thing that happens right now when you hold a file descriptor to /proc/ open (cf. [22]).

Q-04: (Andrew Morton [21]) Does the pid remain reserved? A-04: No. This patchset guarantees a stable handle not that pids are not recycled (cf. [22]).

Q-05: (Andrew Morton [21]) Do attempts to signal that fd return errors? A-05: See {Q,A}-01.

Q-06: (Andrew Morton [22]) Is there a cleaner way of obtaining the fd? Another syscall perhaps. A-06: Userspace can already trivially retrieve file descriptors from procfs so this is something that we will need to support anyway. Hence, there's no immediate need to add another syscalls just to make pidfd_send_signal() not dependent on the presence of procfs. However, adding a syscalls to get such file descriptors is planned for a future patchset (cf. [22]).

Q-07: (Andrew Morton [21] and others) This fd-for-a-process sounds like a handy thing and people may well think up other uses for it in the future, probably unrelated to signals. Are the code and the interface designed to permit such future applications? A-07: Yes (cf. [22]).

Q-08: (Andrew Morton [21] and others) Now I think about it, why a new syscall? This thing is looking rather like an ioctl? A-08: This has been extensively discussed. It was agreed that a syscall is preferred for a variety or reasons. Here are just a few taken from prior threads. Syscalls are safer than ioctl()s especially when signaling to fds. Processes are a core kernel concept so a syscall seems more appropriate. The layout of the syscall with its four arguments would require the addition of a custom struct for the ioctl() thereby causing at least the same amount or even more complexity for userspace than a simple syscall. The new syscall will replace multiple other pid-based syscalls (see description above). The file-descriptors-for-processes concept introduced with this syscall will be extended with other syscalls in the future. See also [22], [23] and various other threads already linked in here.

Q-09: (Florian Weimer [24]) What happens if you use the new interface with an O_PATH descriptor? A-09: pidfds opened as O_PATH fds cannot be used to send signals to a process (cf. [2]). Signaling processes through pidfds is the equivalent of writing to a file. Thus, this is not an operation that operates "purely at the file descriptor level" as required by the open(2) manpage. See also [4].

/* References */ [1]: https://lore.kernel.org/lkml/[email protected]/ [2]: https://lore.kernel.org/lkml/[email protected]/ [3]: https://lore.kernel.org/lkml/[email protected]/ [4]: https://lore.kernel.org/lkml/[email protected]/ [5]: https://lore.kernel.org/lkml/[email protected]/ [6]: https://lore.kernel.org/lkml/[email protected]/ [7]: https://lore.kernel.org/lkml/[email protected]/ [8]: https://lore.kernel.org/lkml/[email protected]/ [9]: https://asciinema.org/a/IQjuCHew6bnq1cr78yuMv16cy [11]: https://lore.kernel.org/lkml/[email protected]/ [12]: https://lore.kernel.org/lkml/[email protected]/ [13]: https://lore.kernel.org/lkml/[email protected]/ [14]: https://lore.kernel.org/lkml/[email protected]/ [15]: https://lore.kernel.org/lkml/[email protected]/ [16]: https://lore.kernel.org/lkml/[email protected]/ [17]: https://lore.kernel.org/lkml/CAGXu5jL8PciZAXvOvCeCU3wKUEB_dU-O3q0tDw4uB_ojMvDEew@mail.gmail.com/ [18]: https://lore.kernel.org/lkml/[email protected]/ [19]: https://lore.kernel.org/lkml/[email protected]/ [20]: https://lore.kernel.org/lkml/[email protected]/ [21]: https://lore.kernel.org/lkml/[email protected]/ [22]: https://lore.kernel.org/lkml/[email protected]/ [23]: https://lwn.net/Articles/773459/ [24]: https://lore.kernel.org/lkml/[email protected]/ [25]: https://lore.kernel.org/lkml/CAK8P3a0ej9NcJM8wXNPbcGUyOUZYX+VLoDFdbenW3s3114oQZw@mail.gmail.com/

Cc: "Eric W. Biederman" [email protected] Cc: Jann Horn [email protected] Cc: Andy Lutomirsky [email protected] Cc: Andrew Morton [email protected] Cc: Oleg Nesterov [email protected] Cc: Al Viro [email protected] Cc: Florian Weimer [email protected] Signed-off-by: Christian Brauner [email protected] Reviewed-by: Tycho Andersen [email protected] Reviewed-by: Kees Cook [email protected] Reviewed-by: David Howells [email protected] Acked-by: Arnd Bergmann [email protected] Acked-by: Thomas Gleixner [email protected] Acked-by: Serge Hallyn [email protected] Acked-by: Aleksa Sarai [email protected]

(cherry picked from commit 3eb39f47934f9d5a3027fe00d906a45fe3a15fad)

Conflicts: arch/x86/entry/syscalls/syscall_32.tbl - trivial manual merge arch/x86/entry/syscalls/syscall_64.tbl - trivial manual merge include/linux/proc_fs.h - trivial manual merge include/linux/syscalls.h - trivial manual merge include/uapi/asm-generic/unistd.h - trivial manual merge kernel/signal.c - struct kernel_siginfo does not exist in 4.14 kernel/sys_ni.c - cond_syscall is used instead of COND_SYSCALL arch/x86/entry/syscalls/syscall_32.tbl arch/x86/entry/syscalls/syscall_64.tbl

(1. manual merges because of 4.14 differences 2. change prepare_kill_siginfo() to use struct siginfo instead of kernel_siginfo 3. use copy_from_user() instead of copy_siginfo_from_user() in copy_siginfo_from_user_any() 4. replaced COND_SYSCALL with cond_syscall 5. Removed __ia32_sys_pidfd_send_signal in arch/x86/entry/syscalls/syscall_32.tbl. 6. Replaced __x64_sys_pidfd_send_signal with sys_pidfd_send_signal in arch/x86/entry/syscalls/syscall_64.tbl.)

Bug: 135608568 Test: test program using syscall(__NR_pidfd_send_signal,..) to send SIGKILL Change-Id: I34da11c63ac8cafb0353d9af24c820cef519ec27 Signed-off-by: Suren Baghdasaryan [email protected] Signed-off-by: electimon [email protected]


Friday 2022-09-30 14:29:17 by M-Amaury

wordlist

word_list = [ "abandon", "ability", "able", "about", "above", "absent", "absorb", "abstract", "absurd", "abuse", "access", "accident", "account", "accuse", "achieve", "acid", "acoustic", "acquire", "across", "act", "action", "actor", "actress", "actual", "adapt", "add", "addict", "address", "adjust", "admit", "adult", "advance", "advice", "aerobic", "affair", "afford", "afraid", "again", "age", "agent", "agree", "ahead", "aim", "air", "airport", "aisle", "alarm", "album", "alcohol", "alert", "alien", "all", "alley", "allow", "almost", "alone", "alpha", "already", "also", "alter", "always", "amateur", "amazing", "among", "amount", "amused", "analyst", "anchor", "ancient", "anger", "angle", "angry", "animal", "ankle", "announce", "annual", "another", "answer", "antenna", "antique", "anxiety", "any", "apart", "apology", "appear", "apple", "approve", "april", "arch", "arctic", "area", "arena", "argue", "arm", "armed", "armor", "army", "around", "arrange", "arrest", "arrive", "arrow", "art", "artefact", "artist", "artwork", "ask", "aspect", "assault", "asset", "assist", "assume", "asthma", "athlete", "atom", "attack", "attend", "attitude", "attract", "auction", "audit", "august", "aunt", "author", "auto", "autumn", "average", "avocado", "avoid", "awake", "aware", "away", "awesome", "awful", "awkward", "axis", "baby", "bachelor", "bacon", "badge", "bag", "balance", "balcony", "ball", "bamboo", "banana", "banner", "bar", "barely", "bargain", "barrel", "base", "basic", "basket", "battle", "beach", "bean", "beauty", "because", "become", "beef", "before", "begin", "behave", "behind", "believe", "below", "belt", "bench", "benefit", "best", "betray", "better", "between", "beyond", "bicycle", "bid", "bike", "bind", "biology", "bird", "birth", "bitter", "black", "blade", "blame", "blanket", "blast", "bleak", "bless", "blind", "blood", "blossom", "blouse", "blue", "blur", "blush", "board", "boat", "body", "boil", "bomb", "bone", "bonus", "book", "boost", "border", "boring", "borrow", "boss", "bottom", "bounce", "box", "boy", "bracket", "brain", "brand", "brass", "brave", "bread", "breeze", "brick", "bridge", "brief", "bright", "bring", "brisk", "broccoli", "broken", "bronze", "broom", "brother", "brown", "brush", "bubble", "buddy", "budget", "buffalo", "build", "bulb", "bulk", "bullet", "bundle", "bunker", "burden", "burger", "burst", "bus", "business", "busy", "butter", "buyer", "buzz", "cabbage", "cabin", "cable", "cactus", "cage", "cake", "call", "calm", "camera", "camp", "can", "canal", "cancel", "candy", "cannon", "canoe", "canvas", "canyon", "capable", "capital", "captain", "car", "carbon", "card", "cargo", "carpet", "carry", "cart", "case", "cash", "casino", "castle", "casual", "cat", "catalog", "catch", "category", "cattle", "caught", "cause", "caution", "cave", "ceiling", "celery", "cement", "census", "century", "cereal", "certain", "chair", "chalk", "champion", "change", "chaos", "chapter", "charge", "chase", "chat", "cheap", "check", "cheese", "chef", "cherry", "chest", "chicken", "chief", "child", "chimney", "choice", "choose", "chronic", "chuckle", "chunk", "churn", "cigar", "cinnamon", "circle", "citizen", "city", "civil", "claim", "clap", "clarify", "claw", "clay", "clean", "clerk", "clever", "click", "client", "cliff", "climb", "clinic", "clip", "clock", "clog", "close", "cloth", "cloud", "clown", "club", "clump", "cluster", "clutch", "coach", "coast", "coconut", "code", "coffee", "coil", "coin", "collect", "color", "column", "combine", "come", "comfort", "comic", "common", "company", "concert", "conduct", "confirm", "congress", "connect", "consider", "control", "convince", "cook", "cool", "copper", "copy", "coral", "core", "corn", "correct", "cost", "cotton", "couch", "country", "couple", "course", "cousin", "cover", "coyote", "crack", "cradle", "craft", "cram", "crane", "crash", "crater", "crawl", "crazy", "cream", "credit", "creek", "crew", "cricket", "crime", "crisp", "critic", "crop", "cross", "crouch", "crowd", "crucial", "cruel", "cruise", "crumble", "crunch", "crush", "cry", "crystal", "cube", "culture", "cup", "cupboard", "curious", "current", "curtain", "curve", "cushion", "custom", "cute", "cycle", "dad", "damage", "damp", "dance", "danger", "daring", "dash", "daughter", "dawn", "day", "deal", "debate", "debris", "decade", "december", "decide", "decline", "decorate", "decrease", "deer", "defense", "define", "defy", "degree", "delay", "deliver", "demand", "demise", "denial", "dentist", "deny", "depart", "depend", "deposit", "depth", "deputy", "derive", "describe", "desert", "design", "desk", "despair", "destroy", "detail", "detect", "develop", "device", "devote", "diagram", "dial", "diamond", "diary", "dice", "diesel", "diet", "differ", "digital", "dignity", "dilemma", "dinner", "dinosaur", "direct", "dirt", "disagree", "discover", "disease", "dish", "dismiss", "disorder", "display", "distance", "divert", "divide", "divorce", "dizzy", "doctor", "document", "dog", "doll", "dolphin", "domain", "donate", "donkey", "donor", "door", "dose", "double", "dove", "draft", "dragon", "drama", "drastic", "draw", "dream", "dress", "drift", "drill", "drink", "drip", "drive", "drop", "drum", "dry", "duck", "dumb", "dune", "during", "dust", "dutch", "duty", "dwarf", "dynamic", "eager", "eagle", "early", "earn", "earth", "easily", "east", "easy", "echo", "ecology", "economy", "edge", "edit", "educate", "effort", "egg", "eight", "either", "elbow", "elder", "electric", "elegant", "element", "elephant", "elevator", "elite", "else", "embark", "embody", "embrace", "emerge", "emotion", "employ", "empower", "empty", "enable", "enact", "end", "endless", "endorse", "enemy", "energy", "enforce", "engage", "engine", "enhance", "enjoy", "enlist", "enough", "enrich", "enroll", "ensure", "enter", "entire", "entry", "envelope", "episode", "equal", "equip", "era", "erase", "erode", "erosion", "error", "erupt", "escape", "essay", "essence", "estate", "eternal", "ethics", "evidence", "evil", "evoke", "evolve", "exact", "example", "excess", "exchange", "excite", "exclude", "excuse", "execute", "exercise", "exhaust", "exhibit", "exile", "exist", "exit", "exotic", "expand", "expect", "expire", "explain", "expose", "express", "extend", "extra", "eye", "eyebrow", "fabric", "face", "faculty", "fade", "faint", "faith", "fall", "false", "fame", "family", "famous", "fan", "fancy", "fantasy", "farm", "fashion", "fat", "fatal", "father", "fatigue", "fault", "favorite", "feature", "february", "federal", "fee", "feed", "feel", "female", "fence", "festival", "fetch", "fever", "few", "fiber", "fiction", "field", "figure", "file", "film", "filter", "final", "find", "fine", "finger", "finish", "fire", "firm", "first", "fiscal", "fish", "fit", "fitness", "fix", "flag", "flame", "flash", "flat", "flavor", "flee", "flight", "flip", "float", "flock", "floor", "flower", "fluid", "flush", "fly", "foam", "focus", "fog", "foil", "fold", "follow", "food", "foot", "force", "forest", "forget", "fork", "fortune", "forum", "forward", "fossil", "foster", "found", "fox", "fragile", "frame", "frequent", "fresh", "friend", "fringe", "frog", "front", "frost", "frown", "frozen", "fruit", "fuel", "fun", "funny", "furnace", "fury", "future", "gadget", "gain", "galaxy", "gallery", "game", "gap", "garage", "garbage", "garden", "garlic", "garment", "gas", "gasp", "gate", "gather", "gauge", "gaze", "general", "genius", "genre", "gentle", "genuine", "gesture", "ghost", "giant", "gift", "giggle", "ginger", "giraffe", "girl", "give", "glad", "glance", "glare", "glass", "glide", "glimpse", "globe", "gloom", "glory", "glove", "glow", "glue", "goat", "goddess", "gold", "good", "goose", "gorilla", "gospel", "gossip", "govern", "gown", "grab", "grace", "grain", "grant", "grape", "grass", "gravity", "great", "green", "grid", "grief", "grit", "grocery", "group", "grow", "grunt", "guard", "guess", "guide", "guilt", "guitar", "gun", "gym", "habit", "hair", "half", "hammer", "hamster", "hand", "happy", "harbor", "hard", "harsh", "harvest", "hat", "have", "hawk", "hazard", "head", "health", "heart", "heavy", "hedgehog", "height", "hello", "helmet", "help", "hen", "hero", "hidden", "high", "hill", "hint", "hip", "hire", "history", "hobby", "hockey", "hold", "hole", "holiday", "hollow", "home", "honey", "hood", "hope", "horn", "horror", "horse", "hospital", "host", "hotel", "hour", "hover", "hub", "huge", "human", "humble", "humor", "hundred", "hungry", "hunt", "hurdle", "hurry", "hurt", "husband", "hybrid", "ice", "icon", "idea", "identify", "idle", "ignore", "ill", "illegal", "illness", "image", "imitate", "immense", "immune", "impact", "impose", "improve", "impulse", "inch", "include", "income", "increase", "index", "indicate", "indoor", "industry", "infant", "inflict", "inform", "inhale", "inherit", "initial", "inject", "injury", "inmate", "inner", "innocent", "input", "inquiry", "insane", "insect", "inside", "inspire", "install", "intact", "interest", "into", "invest", "invite", "involve", "iron", "island", "isolate", "issue", "item", "ivory", "jacket", "jaguar", "jar", "jazz", "jealous", "jeans", "jelly", "jewel", "job", "join", "joke", "journey", "joy", "judge", "juice", "jump", "jungle", "junior", "junk", "just", "kangaroo", "keen", "keep", "ketchup", "key", "kick", "kid", "kidney", "kind", "kingdom", "kiss", "kit", "kitchen", "kite", "kitten", "kiwi", "knee", "knife", "knock", "know", "lab", "label", "labor", "ladder", "lady", "lake", "lamp", "language", "laptop", "large", "later", "latin", "laugh", "laundry", "lava", "law", "lawn", "lawsuit", "layer", "lazy", "leader", "leaf", "learn", "leave", "lecture", "left", "leg", "legal", "legend", "leisure", "lemon", "lend", "length", "lens", "leopard", "lesson", "letter", "level", "liar", "liberty", "library", "license", "life", "lift", "light", "like", "limb", "limit", "link", "lion", "liquid", "list", "little", "live", "lizard", "load", "loan", "lobster", "local", "lock", "logic", "lonely", "long", "loop", "lottery", "loud", "lounge", "love", "loyal", "lucky", "luggage", "lumber", "lunar", "lunch", "luxury", "lyrics", "machine", "mad", "magic", "magnet", "maid", "mail", "main", "major", "make", "mammal", "man", "manage", "mandate", "mango", "mansion", "manual", "maple", "marble", "march", "margin", "marine", "market", "marriage", "mask", "mass", "master", "match", "material", "math", "matrix", "matter", "maximum", "maze", "meadow", "mean", "measure", "meat", "mechanic", "medal", "media", "melody", "melt", "member", "memory", "mention", "menu", "mercy", "merge", "merit", "merry", "mesh", "message", "metal", "method", "middle", "midnight", "milk", "million", "mimic", "mind", "minimum", "minor", "minute", "miracle", "mirror", "misery", "miss", "mistake", "mix", "mixed", "mixture", "mobile", "model", "modify", "mom", "moment", "monitor", "monkey", "monster", "month", "moon", "moral", "more", "morning", "mosquito", "mother", "motion", "motor", "mountain", "mouse", "move", "movie", "much", "muffin", "mule", "multiply", "muscle", "museum", "mushroom", "music", "must", "mutual", "myself", "mystery", "myth", "naive", "name", "napkin", "narrow", "nasty", "nation", "nature", "near", "neck", "need", "negative", "neglect", "neither", "nephew", "nerve", "nest", "net", "network", "neutral", "never", "news", "next", "nice", "night", "noble", "noise", "nominee", "noodle", "normal", "north", "nose", "notable", "note", "nothing", "notice", "novel", "now", "nuclear", "number", "nurse", "nut", "oak", "obey", "object", "oblige", "obscure", "observe", "obtain", "obvious", "occur", "ocean", "october", "odor", "off", "offer", "office", "often", "oil", "okay", "old", "olive", "olympic", "omit", "once", "one", "onion", "online", "only", "open", "opera", "opinion", "oppose", "option", "orange", "orbit", "orchard", "order", "ordinary", "organ", "orient", "original", "orphan", "ostrich", "other", "outdoor", "outer", "output", "outside", "oval", "oven", "over", "own", "owner", "oxygen", "oyster", "ozone", "pact", "paddle", "page", "pair", "palace", "palm", "panda", "panel", "panic", "panther", "paper", "parade", "parent", "park", "parrot", "party", "pass", "patch", "path", "patient", "patrol", "pattern", "pause", "pave", "payment", "peace", "peanut", "pear", "peasant", "pelican", "pen", "penalty", "pencil", "people", "pepper", "perfect", "permit", "person", "pet", "phone", "photo", "phrase", "physical", "piano", "picnic", "picture", "piece", "pig", "pigeon", "pill", "pilot", "pink", "pioneer", "pipe", "pistol", "pitch", "pizza", "place", "planet", "plastic", "plate", "play", "please", "pledge", "pluck", "plug", "plunge", "poem", "poet", "point", "polar", "pole", "police", "pond", "pony", "pool", "popular", "portion", "position", "possible", "post", "potato", "pottery", "poverty", "powder", "power", "practice", "praise", "predict", "prefer", "prepare", "present", "pretty", "prevent", "price", "pride", "primary", "print", "priority", "prison", "private", "prize", "problem", "process", "produce", "profit", "program", "project", "promote", "proof", "property", "prosper", "protect", "proud", "provide", "public", "pudding", "pull", "pulp", "pulse", "pumpkin", "punch", "pupil", "puppy", "purchase", "purity", "purpose", "purse", "push", "put", "puzzle", "pyramid", "quality", "quantum", "quarter", "question", "quick", "quit", "quiz", "quote", "rabbit", "raccoon", "race", "rack", "radar", "radio", "rail", "rain", "raise", "rally", "ramp", "ranch", "random", "range", "rapid", "rare", "rate", "rather", "raven", "raw", "razor", "ready", "real", "reason", "rebel", "rebuild", "recall", "receive", "recipe", "record", "recycle", "reduce", "reflect", "reform", "refuse", "region", "regret", "regular", "reject", "relax", "release", "relief", "rely", "remain", "remember", "remind", "remove", "render", "renew", "rent", "reopen", "repair", "repeat", "replace", "report", "require", "rescue", "resemble", "resist", "resource", "response", "result", "retire", "retreat", "return", "reunion", "reveal", "review", "reward", "rhythm", "rib", "ribbon", "rice", "rich", "ride", "ridge", "rifle", "right", "rigid", "ring", "riot", "ripple", "risk", "ritual", "rival", "river", "road", "roast", "robot", "robust", "rocket", "romance", "roof", "rookie", "room", "rose", "rotate", "rough", "round", "route", "royal", "rubber", "rude", "rug", "rule", "run", "runway", "rural", "sad", "saddle", "sadness", "safe", "sail", "salad", "salmon", "salon", "salt", "salute", "same", "sample", "sand", "satisfy", "satoshi", "sauce", "sausage", "save", "say", "scale", "scan", "scare", "scatter", "scene", "scheme", "school", "science", "scissors", "scorpion", "scout", "scrap", "screen", "script", "scrub", "sea", "search", "season", "seat", "second", "secret", "section", "security", "seed", "seek", "segment", "select", "sell", "seminar", "senior", "sense", "sentence", "series", "service", "session", "settle", "setup", "seven", "shadow", "shaft", "shallow", "share", "shed", "shell", "sheriff", "shield", "shift", "shine", "ship", "shiver", "shock", "shoe", "shoot", "shop", "short", "shoulder", "shove", "shrimp", "shrug", "shuffle", "shy", "sibling", "sick", "side", "siege", "sight", "sign", "silent", "silk", "silly", "silver", "similar", "simple", "since", "sing", "siren", "sister", "situate", "six", "size", "skate", "sketch", "ski", "skill", "skin", "skirt", "skull", "slab", "slam", "sleep", "slender", "slice", "slide", "slight", "slim", "slogan", "slot", "slow", "slush", "small", "smart", "smile", "smoke", "smooth", "snack", "snake", "snap", "sniff", "snow", "soap", "soccer", "social", "sock", "soda", "soft", "solar", "soldier", "solid", "solution", "solve", "someone", "song", "soon", "sorry", "sort", "soul", "sound", "soup", "source", "south", "space", "spare", "spatial", "spawn", "speak", "special", "speed", "spell", "spend", "sphere", "spice", "spider", "spike", "spin", "spirit", "split", "spoil", "sponsor", "spoon", "sport", "spot", "spray", "spread", "spring", "spy", "square", "squeeze", "squirrel", "stable", "stadium", "staff", "stage", "stairs", "stamp", "stand", "start", "state", "stay", "steak", "steel", "stem", "step", "stereo", "stick", "still", "sting", "stock", "stomach", "stone", "stool", "story", "stove", "strategy", "street", "strike", "strong", "struggle", "student", "stuff", "stumble", "style", "subject", "submit", "subway", "success", "such", "sudden", "suffer", "sugar", "suggest", "suit", "summer", "sun", "sunny", "sunset", "super", "supply", "supreme", "sure", "surface", "surge", "surprise", "surround", "survey", "suspect", "sustain", "swallow", "swamp", "swap", "swarm", "swear", "sweet", "swift", "swim", "swing", "switch", "sword", "symbol", "symptom", "syrup", "system", "table", "tackle", "tag", "tail", "talent", "talk", "tank", "tape", "target", "task", "taste", "tattoo", "taxi", "teach", "team", "tell", "ten", "tenant", "tennis", "tent", "term", "test", "text", "thank", "that", "theme", "then", "theory", "there", "they", "thing", "this", "thought", "three", "thrive", "throw", "thumb", "thunder", "ticket", "tide", "tiger", "tilt", "timber", "time", "tiny", "tip", "tired", "tissue", "title", "toast", "tobacco", "today", "toddler", "toe", "together", "toilet", "token", "tomato", "tomorrow", "tone", "tongue", "tonight", "tool", "tooth", "top", "topic", "topple", "torch", "tornado", "tortoise", "toss", "total", "tourist", "toward", "tower", "town", "toy", "track", "trade", "traffic", "tragic", "train", "transfer", "trap", "trash", "travel", "tray", "treat", "tree", "trend", "trial", "tribe", "trick", "trigger", "trim", "trip", "trophy", "trouble", "truck", "true", "truly", "trumpet", "trust", "truth", "try", "tube", "tuition", "tumble", "tuna", "tunnel", "turkey", "turn", "turtle", "twelve", "twenty", "twice", "twin", "twist", "two", "type", "typical", "ugly", "umbrella", "unable", "unaware", "uncle", "uncover", "under", "undo", "unfair", "unfold", "unhappy", "uniform", "unique", "unit", "universe", "unknown", "unlock", "until", "unusual", "unveil", "update", "upgrade", "uphold", "upon", "upper", "upset", "urban", "urge", "usage", "use", "used", "useful", "useless", "usual", "utility", "vacant", "vacuum", "vague", "valid", "valley", "valve", "van", "vanish", "vapor", "various", "vast", "vault", "vehicle", "velvet", "vendor", "venture", "venue", "verb", "verify", "version", "very", "vessel", "veteran", "viable", "vibrant", "vicious", "victory", "video", "view", "village", "vintage", "violin", "virtual", "virus", "visa", "visit", "visual", "vital", "vivid", "vocal", "voice", "void", "volcano", "volume", "vote", "voyage", "wage", "wagon", "wait", "walk", "wall", "walnut", "want", "warfare", "warm", "warrior", "wash", "wasp", "waste", "water", "wave", "way", "wealth", "weapon", "wear", "weasel", "weather", "web", "wedding", "weekend", "weird", "welcome", "west", "wet", "whale", "what", "wheat", "wheel", "when", "where", "whip", "whisper", "wide", "width", "wife", "wild", "will", "win", "window", "wine", "wing", "wink", "winner", "winter", "wire", "wisdom", "wise", "wish", "witness", "wolf", "woman", "wonder", "wood", "wool", "word", "work", "world", "worry", "worth", "wrap", "wreck", "wrestle", "wrist", "write", "wrong", "yard", "year", "yellow", "you", "young", "youth", "zebra", "zero", "zone", "zoo", ]


Friday 2022-09-30 15:27:23 by Linkshot

Uploaded New Spell List

Raw Text Output:

CURE: Power: 16- Shape: Merging Stars, Colour: 10 (Bright Green), Message: 1 (HP up!) WAKE- Shape: Directed Burst, Colour: 11 (Dark Green), Message: 0; None HOLD: Acc Bonus: 0- Shape: Palm Blast, Colour: 6 (Magenta), Message: 13 (Attack halted) HARM: Power: 20, Acc Bonus: 24- Shape: Flaring Bolt, Colour: 12 (Pale Cyan), Message: 0; None

WIPE: Acc Bonus: 16- Shape: Twinkles, Colour: 14 (Grey), Message: 29 (Defenseless) PLAZ: Power: 11, Acc Bonus: 16- Shape: Energy Flare, Colour: 11 (Dark Green), Message: 0; None HIDE: Power: 30- Shape: Bar of Light, Colour: 4 (Purple), Message: 3 (Easy to dodge) FIRE: Power: 10, Acc Bonus: 16- Shape: Energy Flare, Colour: 7 (Red), Message: 0; None

BOG: Acc Bonus: 64- Shape: Twinkles, Colour: 10 (Bright Green), Message: 11 (Lost intelligence) VOX- Shape: Directed Burst, Colour: 2 (Light Blue), Message: 0; None FOCS: Power: 8, Acc Bonus: 24- Shape: Bar of Light, Colour: 1 (White), Message: 27 (Weapon became enchanted) CONF: Acc Bonus: 40- Shape: Palm Blast, Colour: 6 (Magenta), Message: 0; None

MUTE: Acc Bonus: 40- Shape: Palm Blast, Colour: 6 (Magenta), Message: 0; None FLIP: Acc Bonus: 64- Shape: Palm Blast, Colour: 11 (Dark Green), Message: 0; None ICE: Power: 20, Acc Bonus: 16- Shape: Energy Flare, Colour: 13 (Bright Cyan), Message: 0; None RIP: Acc Bonus: 40- Shape: Twinkles, Colour: 3 (Dark Blue), Message: 29 (Defenseless)

CUR2: Power: 33- Shape: Merging Stars, Colour: 12 (Pale Cyan), Message: 1 (HP up!) HRM2: Power: 40, Acc Bonus: 32- Shape: Flaring Bolt, Colour: 12 (Pale Cyan), Message: 0; None LULL: Acc Bonus: 32- Shape: Palm Blast, Colour: 6 (Magenta), Message: 0; None HEAL: Power: 12- Shape: Stars, Colour: 10 (Bright Green), Message: 1 (HP up!)

BLUR: Acc Bonus: 24- Shape: Palm Blast, Colour: 11 (Dark Green), Message: 0; None NEG: Acc Bonus: Auto-Hit- Shape: Twinkles, Colour: 3 (Dark Blue), Message: 29 (Defenseless) FUM2: Power: 30, Acc Bonus: 40- Shape: Energy Flare, Colour: 4 (Purple), Message: 0; None GLC2: Power: 60, Acc Bonus: 64- Shape: Twinkles, Colour: 13 (Bright Cyan), Message: 5 (Easy to hit)

PURE- Shape: Directed Burst, Colour: 10 (Bright Green), Message: 0; None FER2: Power: 25, Acc Bonus: 24- Shape: Twinkles, Colour: 6 (Magenta), Message: 15 (Became terrified) AZAP- Shape: Twinkling Bar, Colour: 11 (Dark Green), Message: Defend exile AICE- Shape: Twinkling Bar, Colour: 13 (Bright Cyan), Message: Defend cold

ICE2: Power: 40, Acc Bonus: 24- Shape: Energy Flare, Colour: 13 (Bright Cyan), Message: 0; None CHOK: Acc Bonus: 32- Shape: Glowing Ball, Colour: 4 (Purple), Message: 77 (Poison smoke) SWAL: Acc Bonus: 32- Shape: Glowing Ball, Colour: 8 (Orange), Message: 22 (Fell into crack) HALT: Acc Bonus: 8- Shape: Palm Blast, Colour: 9 (Yellow), Message: 13 (Attack halted)

CUR3: Power: 66- Shape: Merging Stars, Colour: 13 (Bright Cyan), Message: 1 (HP up!) LIFE- Shape: Directed Burst, Colour: 12 (Pale Cyan), Message: 74 (Ineffective now) ARUB- Shape: Twinkling Bar, Colour: 6 (Magenta), Message: Defend magic HEL2: Power: 24- Shape: Stars, Colour: 12 (Pale Cyan), Message: 1 (HP up!)

HID3: Power: 60- Shape: Bar of Light, Colour: 4 (Purple), Message: 3 (Easy to dodge) DSPL: Acc Bonus: 48- Shape: Twinkles, Colour: 14 (Grey), Message: 29 (Defenseless) WARP MIAS: Acc Bonus: 107- Shape: Twinkles, Colour: 14 (Grey), Message: 11 (Lost intelligence)

SOFT- Shape: Directed Burst, Colour: 1 (White), Message: 74 (Ineffective now) EXIT PURa- Shape: Magic Burst, Colour: 10 (Bright Green), Message: 0; None BIND: Acc Bonus: 8- Shape: Palm Blast, Colour: 6 (Magenta), Message: 13 (Attack halted)

FAST- Shape: Bar of Light, Colour: 11 (Dark Green), Message: 18 (Quick shot) FIR3: Power: 60, Acc Bonus: 40- Shape: Energy Flare, Colour: 7 (Red), Message: 0; None DCAY: Power Word (Element: Poison)- Shape: Sparkling Bolt, Colour: 4 (Purple), Message: 0; None ICE3: Power: 60, Acc Bonus: 40- Shape: Energy Flare, Colour: 13 (Bright Cyan), Message: 0; None

CUR4- Shape: Merging Stars, Colour: 3 (Dark Blue), Message: 24 (HP max!) BLS3: Power: 10, Acc Bonus: 32- Shape: Bar of Light, Colour: 12 (Pale Cyan), Message: 27 (Weapon became enchanted) HRM4: Power: 80, Acc Bonus: 48- Shape: Flaring Bolt, Colour: 12 (Pale Cyan), Message: 0; None HEL3: Power: 48- Shape: Stars, Colour: 13 (Bright Cyan), Message: 1 (HP up!)

SLEP: Acc Bonus: 107- Shape: Palm Blast, Colour: 9 (Yellow), Message: 0; None ANX4: Power: 43, Acc Bonus: 32- Shape: Twinkles, Colour: 6 (Magenta), Message: 15 (Became terrified) CRYO: Acc Bonus: 40- Shape: Energy Bolt, Colour: 13 (Bright Cyan), Message: 76 (Frozen) ARM3: Power: 16- Shape: Bar of Light, Colour: 13 (Bright Cyan), Message: 2 (Armor up)

LIF2- Shape: Merging Stars, Colour: 5 (Pink), Message: 74 (Ineffective now) WALL- Shape: Bar of Light, Colour: 5 (Pink), Message: Defend all CLRa- Shape: Magic Burst, Colour: 5 (Pink), Message: 0; None VANQ: Power: 100, Acc Bonus: 107- Shape: Flaring Bolt, Colour: 7 (Red), Message: 0; None

BOIL: Power: 100, Acc Bonus: 64- Shape: Energy Flare, Colour: 7 (Red), Message: 0; None DIM: Acc Bonus: 107- Shape: Palm Blast, Colour: 6 (Magenta), Message: 0; None SAB4: Power: 50- Shape: Bar of Light, Colour: 2 (Light Blue), Message: 10 (Weapons stronger) RPL4: Power: 43, Acc Bonus: 40- Shape: Twinkles, Colour: 9 (Yellow), Message: 15 (Became terrified)

Battle Messages #01: HP up! [Assigned] #02: Armor up [Assigned] #03: Easy to dodge [Assigned] #05: Easy to hit [Assigned] #08: Defend dimension [Spaces to add: 8] #10: Weapons stronger [Assigned] #11: Lost intelligence [Assigned] #12: Defend cold #13: Attack halted [Assigned] #15: Became terrified [Assigned] #16: Defend life #18: Quick shot [Assigned] #21: Erased [Unassigned] #22: Fell into crack [Assigned] #24: HP max! [Assigned] #25: Defend all #27: Weapon became enchanted [Assigned] #28: Defend all [Unassigned] #29: Defenseless [Assigned] #30: Time stopped [Unassigned] #31: Exile to 4th dimension [Unassigned] #43: Critical hit!! [Unassigned] #47: Stopped [Unassigned] #74: Ineffective now [Assigned] #76: Frozen #77: Poison smoke [Assigned]


Friday 2022-09-30 15:59:24 by Larry Gritz

LLVM 15.0 support (#1592)

  • A variety of changes to get a clean build and passing tests when using LLVM 15.0.

  • I've noticed problems when using LLVM 15 but building with earlier clang, so the cmake scripts now print a warning in that case, so if users encounter trouble they have a hint about what to do to fix it.

  • For our CI tests on Mac, force the MacOS-11 test to use llvm 14, and the MacOS-12 test to use llvm 15.

IMPORTANT TO-DO / CAVEATS:

  1. When doing JIT at optlevel 12 or 13, I had to disable a number of passes that don't seem to exist anymore in LLVM 15. This is enough to get it working, and to be honest, I don't know if anybody uses these opt levels. But we need to revisit this, because I don't know if there these are cases where the names of the passes merely changed or that new passes take their place (in which case we should add the new passes, not stop after merely disabling the deprecated ones). For that matter, optlevel modes 11, 12, 13 are supposed to match what clang does for -O1, -O2, -O3, and that changes from one release to the next, so we should probably revisit this list and make sure it's matching clang's current choices (which I assume are crafted and periodically revised by clang's authors).

  2. LLVM 15 switches to "opaque pointers". It still supports typed pointers... for now. But as you can see in the diffs, I had to disable a variety of deprecation warnings and take some other actions to put LLVM 15 in the old "opaque ptr" mode to match our use of LLVM <= 14. But this is only temporary, because the typed pointer mode is expected to be removed entirely in LLVM 16. So at some point in the next few months, we are going to need to support opaque pointers in our use of LLVM. (Also note: for a while, we're going to have a bunch of ugly #if guards or other logic to support both opaque pointers for users with llvm >= 16 and also typed pointers for users with llvm <= 14, until such time as our LLVM minimum is at least 15, which I expect is not a reasonable assumption for at least a couple years.)

Signed-off-by: Larry Gritz [email protected]


Friday 2022-09-30 16:44:15 by 朱修毅

spent 3hours and stuck, couldn't gelist. FUCK YOU FLASK


Friday 2022-09-30 17:08:06 by 0kmg

gameboy.xml: Added 21 more prototypes. (#9962)

  • gameboy.xml: Added 21 more prototypes.

New working software list additions

Astérix (earlier prototype) [VGHF, Hidden Palace] Astérix (early prototype) [VGHF, Hidden Palace] Asteroids (prototype) [VGHF, Hidden Palace] Barbie - Game Girl (prototype) [VGHF, Hidden Palace] Battle Ships (Spain, prototype) [VGHF, Hidden Palace] Blaster Master Boy (USA, prototype) [VGHF, Hidden Palace] Bomb Jack (earlier prototype) [VGHF, Hidden Palace] Bomb Jack (later prototype) [VGHF, Hidden Palace] Bonk's Adventure (USA, prototype) [VGHF, Hidden Palace] Bubble Ghost (prototype) [VGHF, Hidden Palace] Catrap (prototype) [Forest of Illusion, Swanhubstream] Cosmo Tank (USA, prototype) [VGHF, Hidden Palace] Dropzone (prototype, alt) [VGHF, Hidden Palace] Gauntlet II (prototype) [Forest of Illusion, Rezrospect] Ghostbusters II (prototype) [VGHF, Hidden Palace] Kung-Fu Master (prototype) [Forest of Illusion, FNeogeo] Mysterium (prototype) [Forest of Illusion, Rezrospect] Obélix (Europe, French / German, prototype) [Forest of Illusion] Prince of Persia (prototype) [Forest of Illusion, FNeogeo] The Blues Brothers (prototype) [Forest of Illusion, FNeogeo] Triumph (prototype) [Gaming Alexandria]


Friday 2022-09-30 17:08:47 by Philip Langdale

f_hwtransfer: get rid of the shit list

A few years ago, wm4 got sufficiently annoyed with how vaapi image format support was being discovered that he flipped the table and introduced the shit list (which just included vaapi) to hard-code the set of supported formats.

While that might have been necessary at the time, I haven't been able to find a situation where the true list of supported formats was unsafe to use. We filter down the list based on what the vo reports - and the vo is already doing a thorough testing of formats, and if a format makes it through that gauntlet, it does actually work.

Interestingly, as far as I can tell, the hwdec_vaapi probing code was already good enough at the time (also written by wm4), so perhaps the key difference here is that the driver side of things has improved.

I dug into this because of the support for the 422/444 high bit depth vaapi formats I added to ffmpeg. These are obviously not in the hard coded list today, but they work fine.

Finally, although it's positioned as a vaapi thing, it's really just Intel specific, as the AMD vaapi driver has never exposed support for anything except the formats used by the decoder/encoder profiles.


Friday 2022-09-30 17:14:38 by linearcombination

Scary giant commit that gets to almost complete v2 UI

Massive changes related to:

  • reactive state management with stores
  • verify found URLs actually have assets before attempting to get them; sort of a ping of assets
  • Factor into more components
  • Massive UI look updates to conform to UI design
  • Removal of vast quantities of now obselete code and a couple packages
  • Use daisyui theme set to the colors from UI design
  • Add more required pages to site

One development note: unfortunately Svelte has some limitations with respect to binding complex objects to input controls like checkboxes. As an example, a datum from our API for a book is a tuple, but Svelte checkbox bind machinery on stores cannot handle a tuple or an interface object or similar and take advantage of all the magic of svelte's store bindings to inputs, i.e., all the automagically generated store subscription code. So, we get the data as a complex object, because in my opinion that is the proper data structure for the data, but we then build comma delimited strings out of the data structure since Svelte can handle that in its store/input autogenerated subscription machinery. It violates my engineering sense, but for now will have to do until such time as they upgrade this aspect of Svelte. It isn't too bad though.


Friday 2022-09-30 17:54:13 by Alliostra

Adds variable scope zoom + AMR improvements + bugfixes (#7603)

  • a

  • I just want to add more scope flexibility not dabble with dark magic

  • I HATE THE LISTS I HATE THE LISTS

  • fuck checks all my homies hate checks

  • conflict solving maybe

  • no conflicts solved

  • finally, scope

  • finally, scope for real

  • linters


Friday 2022-09-30 18:59:58 by Maciej Żenczykowski

FROMGIT: bpf: Do not change gso_size during bpf_skb_change_proto()

This is technically a backwards incompatible change in behaviour, but I'm going to argue that it is very unlikely to break things, and likely to fix far more then it breaks.

In no particular order, various reasons follow:

(a) I've long had a bug assigned to myself to debug a super rare kernel crash on Android Pixel phones which can (per stacktrace) be traced back to BPF clat IPv6 to IPv4 protocol conversion causing some sort of ugly failure much later on during transmit deep in the GSO engine, AFAICT precisely because of this change to gso_size, though I've never been able to manually reproduce it. I believe it may be related to the particular network offload support of attached USB ethernet dongle being used for tethering off of an IPv6-only cellular connection. The reason might be we end up with more segments than max permitted, or with a GSO packet with only one segment... (either way we break some assumption and hit a BUG_ON)

(b) There is no check that the gso_size is > 20 when reducing it by 20, so we might end up with a negative (or underflowing) gso_size or a gso_size of 0. This can't possibly be good. Indeed this is probably somehow exploitable (or at least can result in a kernel crash) by delivering crafted packets and perhaps triggering an infinite loop or a divide by zero... As a reminder: gso_size (MSS) is related to MTU, but not directly derived from it: gso_size/MSS may be significantly smaller then one would get by deriving from local MTU. And on some NICs (which do loose MTU checking on receive, it may even potentially be larger, for example my work pc with 1500 MTU can receive 1520 byte frames [and sometimes does due to bugs in a vendor plat46 implementation]). Indeed even just going from 21 to 1 is potentially problematic because it increases the number of segments by a factor of 21 (think DoS, or some other crash due to too many segments).

(c) It's always safe to not increase the gso_size, because it doesn't result in the max packet size increasing. So the skb_increase_gso_size() call was always unnecessary for correctness (and outright undesirable, see later). As such the only part which is potentially dangerous (ie. could cause backwards compatibility issues) is the removal of the skb_decrease_gso_size() call.

(d) If the packets are ultimately destined to the local device, then there is absolutely no benefit to playing around with gso_size. It only matters if the packets will egress the device. ie. we're either forwarding, or transmitting from the device.

(e) This logic only triggers for packets which are GSO. It does not trigger for skbs which are not GSO. It will not convert a non-GSO MTU sized packet into a GSO packet (and you don't even know what the MTU is, so you can't even fix it). As such your transmit path must already be able to handle an MTU 20 bytes larger then your receive path (for IPv4 to IPv6 translation) - and indeed 28 bytes larger due to IPv4 fragments. Thus removing the skb_decrease_gso_size() call doesn't actually increase the size of the packets your transmit side must be able to handle. ie. to handle non-GSO max-MTU packets, the IPv4/IPv6 device/ route MTUs must already be set correctly. Since for example with an IPv4 egress MTU of 1500, IPv4 to IPv6 translation will already build 1520 byte IPv6 frames, so you need a 1520 byte device MTU. This means if your IPv6 device's egress MTU is 1280, your IPv4 route must be 1260 (and actually 1252, because of the need to handle fragments). This is to handle normal non-GSO packets. Thus the reduction is simply not needed for GSO packets, because when they're correctly built, they will already be the right size.

(f) TSO/GSO should be able to exactly undo GRO: the number of packets (TCP segments) should not be modified, so that TCP's MSS counting works correctly (this matters for congestion control). If protocol conversion changes the gso_size, then the number of TCP segments may increase or decrease. Packet loss after protocol conversion can result in partial loss of MSS segments that the sender sent. How's the sending TCP stack going to react to receiving ACKs/SACKs in the middle of the segments it sent?

(g) skb_{decrease,increase}_gso_size() are already no-ops for GSO_BY_FRAGS case (besides triggering WARN_ON_ONCE). This means you already cannot guarantee that gso_size (and thus resulting packet MTU) is changed. ie. you must assume it won't be changed.

(h) changing gso_size is outright buggy for UDP GSO packets, where framing matters (I believe that's also the case for SCTP, but it's already excluded by [g]). So the only remaining case is TCP, which also doesn't want it (see [f]).

(i) see also the reasoning on the previous attempt at fixing this (commit fa7b83bf3b156c767f3e4a25bbf3817b08f3ff8e) which shows that the current behaviour causes TCP packet loss:

In the forwarding path GRO -> BPF 6 to 4 -> GSO for TCP traffic, the coalesced packet payload can be > MSS, but < MSS + 20.

bpf_skb_proto_6_to_4() will upgrade the MSS and it can be > the payload length. After then tcp_gso_segment checks for the payload length if it is <= MSS. The condition is causing the packet to be dropped.

tcp_gso_segment(): [...] mss = skb_shinfo(skb)->gso_size; if (unlikely(skb->len <= mss)) goto out; [...]

Thus changing the gso_size is simply a very bad idea. Increasing is unnecessary and buggy, and decreasing can go negative.

Fixes: 6578171a7ff0 ("bpf: add bpf_skb_change_proto helper") Signed-off-by: Maciej Żenczykowski [email protected] Signed-off-by: Daniel Borkmann [email protected] Cc: Dongseok Yi [email protected] Cc: Willem de Bruijn [email protected] Link: https://lore.kernel.org/bpf/CANP3RGfjLikQ6dg=YpBU0OeHvyv7JOki7CyOUS9modaXAi-9vQ@mail.gmail.com Link: https://lore.kernel.org/bpf/[email protected]

(cherry picked from commit 364745fbe981a4370f50274475da4675661104df https://git.kernel.org/pub/scm/linux/kernel/git/bpf/bpf-next.git/commit/?id=364745fbe981a4370f50274475da4675661104df ) Test: builds, TreeHugger Bug: 188690383 Signed-off-by: Maciej Żenczykowski [email protected] Change-Id: I0ef3174cbd3caaa42d5779334a9c0bfdc9ab81f5 Signed-off-by: Excalibur-99 [email protected]


Friday 2022-09-30 19:01:56 by Michael Sproul

Refactor op pool for speed and correctness (#3312)

Proposed Changes

This PR has two aims: to speed up attestation packing in the op pool, and to fix bugs in the verification of attester slashings, proposer slashings and voluntary exits. The changes are bundled into a single database schema upgrade (v12).

Attestation packing is sped up by removing several inefficiencies:

  • No more recalculation of attesting_indices during packing.
  • No (unnecessary) examination of the ParticipationFlags: a bitfield suffices. See RewardCache.
  • No re-checking of attestation validity during packing: the AttestationMap provides attestations which are "correct by construction" (I have checked this using Hydra).
  • No SSZ re-serialization for the clunky AttestationId type (it can be removed in a future release).

So far the speed-up seems to be roughly 2-10x, from 500ms down to 50-100ms.

Verification of attester slashings, proposer slashings and voluntary exits is fixed by:

  • Tracking the ForkVersions that were used to verify each message inside the SigVerifiedOp. This allows us to quickly re-verify that they match the head state's opinion of what the ForkVersion should be at the epoch(s) relevant to the message.
  • Storing the SigVerifiedOp on disk rather than the raw operation. This allows us to continue track the fork versions after a reboot.

This is mostly contained in this commit 52bb1840ae5c4356a8fc3a51e5df23ed65ed2c7f.

Additional Info

The schema upgrade uses the justified state to re-verify attestations and compute attesting_indices for them. It will drop any attestations that fail to verify, by the logic that attestations are most valuable in the few slots after they're observed, and are probably stale and useless by the time a node restarts. Exits and proposer slashings and similarly re-verified to obtain SigVerifiedOps.

This PR contains a runtime killswitch --paranoid-block-proposal which opts out of all the optimisations in favour of closely verifying every included message. Although I'm quite sure that the optimisations are correct this flag could be useful in the event of an unforeseen emergency.

Finally, you might notice that the RewardCache appears quite useless in its current form because it is only updated on the hot-path immediately before proposal. My hope is that in future we can shift calls to RewardCache::update into the background, e.g. while performing the state advance. It is also forward-looking to tree-states compatibility, where iterating and indexing state.{previous,current}_epoch_participation is expensive and needs to be minimised.


Friday 2022-09-30 19:02:27 by Muslum Abd Ali

redid entire code from ground up, 0.3.0 release

MAIN CHANGES

  • Instead of searching up a specific URL from user input, the program now downloads the csv from the website and uses fuzzywuzzy to search for any names similar to user's input. It then returns a list of names that the user can choose from. This is important as it fixes any user's typos and makes it so any players that are related (such as the Morris brothers) won't completely break the program. *1

  • There's now a base set of provided stats. For now it's 3pg and fg, but it'll be subject to change based on what formula I decide to use to rank players.

  • ALOT more user friendly. Gives error messages.

*1 This issue occured before because the program had a hard-coded method for finding the URL. It would take the base url and then take the input from the user (for example: Marcus Morris ). The program would then adjust the first and last name to fit the nomenclature of the website (in this example it would be morrima). The program would then apply the number "01" to it. However, this was a problem as there were 3 (!!!) players with "morrima" as their url ending, therefore making the last 2 unaccessable.

FUTURE UPDATES

  • Ask user for specific data that they would like to pull up.

  • Update list of base stats to give the most common ones.

  • Create tkinter interface.

  • Create formula to rank players above others.

  • Make the program useful for fantasy. (Allow users to input points per stat in their league and get an expected amount of points from player)

Once all this is done, the program will be ready for full release.


Friday 2022-09-30 19:25:58 by Wyste

Update prot war for build 45779

  • Talents regenerated from skeleton
  • Avatar from 20 to 15 rage gen
  • Thunderous roar gens 10 rage (was previously nothing in my version, but should have been 20)
  • Piercing Verdict talent modifies Spear of Bastion ability: went from 50% extra rage gen to 100%
  • Shield Slam now gets CD reduction from Honed Reflexes
  • Pummel now gets CD reduction from Honed Reflexes (in addition to Concussive Blows too!)

Renames:

  • Outburst (talent) renamed to Violent Outburst ( verified spellID did not change )
  • Quick Thinking renamed to Wild Strikes (talent)
  • The Wall renamed to Impenetrable Wall (talent)
  • Spiked Shield renamed to Tough as Nails (talent)
  • Siphoning Strikes renamed to Leeching Strikes (talent)

Friday 2022-09-30 19:27:11 by Ishaan

Peppa Pig

Long-running children's series following the adventures, mishaps and friendships of Peppa Pig, her brother George, their parents, and the other animal families who make up their town. Each family is a different species of animal, and Peppa's friends include Rebecca Rabbit, Suzy Sheep and Candy Cat. Each episode features a new adventure, and storylines often help children to understand new emotions and experiences they themselves might encounter growing up.


Friday 2022-09-30 20:10:46 by Jason A. Donenfeld

random: use linear min-entropy accumulation crediting

commit c570449094844527577c5c914140222cb1893e3f upstream.

30e37ec516ae ("random: account for entropy loss due to overwrites") assumed that adding new entropy to the LFSR pool probabilistically cancelled out old entropy there, so entropy was credited asymptotically, approximating Shannon entropy of independent sources (rather than a stronger min-entropy notion) using 1/8th fractional bits and replacing a constant 2-2/√𝑒 term (~0.786938) with 3/4 (0.75) to slightly underestimate it. This wasn't superb, but it was perhaps better than nothing, so that's what was done. Which entropy specifically was being cancelled out and how much precisely each time is hard to tell, though as I showed with the attack code in my previous commit, a motivated adversary with sufficient information can actually cancel out everything.

Since we're no longer using an LFSR for entropy accumulation, this probabilistic cancellation is no longer relevant. Rather, we're now using a computational hash function as the accumulator and we've switched to working in the random oracle model, from which we can now revisit the question of min-entropy accumulation, which is done in detail in https://eprint.iacr.org/2019/198.

Consider a long input bit string that is built by concatenating various smaller independent input bit strings. Each one of these inputs has a designated min-entropy, which is what we're passing to credit_entropy_bits(h). When we pass the concatenation of these to a random oracle, it means that an adversary trying to receive back the same reply as us would need to become certain about each part of the concatenated bit string we passed in, which means becoming certain about all of those h values. That means we can estimate the accumulation by simply adding up the h values in calls to credit_entropy_bits(h); there's no probabilistic cancellation at play like there was said to be for the LFSR. Incidentally, this is also what other entropy accumulators based on computational hash functions do as well.

So this commit replaces credit_entropy_bits(h) with essentially total = min(POOL_BITS, total + h), done with a cmpxchg loop as before.

What if we're wrong and the above is nonsense? It's not, but let's assume we don't want the actual behavior of the code to change much. Currently that behavior is not extracting from the input pool until it has 128 bits of entropy in it. With the old algorithm, we'd hit that magic 128 number after roughly 256 calls to credit_entropy_bits(1). So, we can retain more or less the old behavior by waiting to extract from the input pool until it hits 256 bits of entropy using the new code. For people concerned about this change, it means that there's not that much practical behavioral change. And for folks actually trying to model the behavior rigorously, it means that we have an even higher margin against attacks.

Cc: Theodore Ts'o [email protected] Cc: Dominik Brodowski [email protected] Cc: Greg Kroah-Hartman [email protected] Reviewed-by: Eric Biggers [email protected] Reviewed-by: Jean-Philippe Aumasson [email protected] Signed-off-by: Jason A. Donenfeld [email protected] Signed-off-by: Greg Kroah-Hartman [email protected]


Friday 2022-09-30 20:17:43 by Andrew Sutherland

Bug 1783761 - Overhaul the per-file info pipeline.

This does not yet replace JS templating of output directories, but is a large atomic set of changes to overhaul how we do per-file info data aggregation.

At a high level:

  • derive-per-file-info.rs is now gone; crossref.rs now handles the ingestion process, with the bulk of the logic existing in repo_data_ingestion.rs.
  • There is now a config_defaults directory which we fall back to when looking for per-config files. The idea is to avoid having to duplicate the same config file in every directory or to add a ton of symlinks (which can complicate windows support).
    • config.rs has been moved for clarity and some of its helpers have been moved to be impls for the classes rather than helpers that take a config.
    • The config.json files now specify their CONFIG_REPO root, which may feel a little weird, but was a simple way to use the existing data-flow. I'll land mozsearch-mozilla changes concurrently with this, but it would be great if we could make this more clean.
  • per-file-info.toml is our new config file that allows us to:
    • Define path_kind heuristics and rules so we no longer have to have the logic be hardcoded in router.py and potentially the front-end JS. This is not yet hooked up to router.py, but that will be a logical near-term step.
    • Define text file ingestion like .eslintignore so we can tag/un-tag files based on their presence in such a list. In our initial landing here, we tag files with "eslint-ignored" if the tree has an .eslintignore in the root. we don't bother to understand them at any other level of the tree, but it's a thing we could do in the future. This was just an MVP.
    • Define JSON file ingestion to replace what was previously hand-rolled data ingestion in derive-per-file-info.rs.
      • Practically speaking I generalized the existing logic and because of the many ways this data can be nested, we actually have 4 different nesting algorithms for the 4 different JSON files we ingest, and we'll probably have to add more. Things are somewhat more sane now though because we just use a hashmap by path for lookup. Previously we tried to build a nested hierarchy that imitated one of our input files and that was a mess.
      • These JSON ingestion files allow us to explicitly set the path_kind (or other arbitrary metadata) based on the JSON files. This means that our path_kinds for tests can be based on them existing in a manifest rather than based on a filename heuristic!
  • Our test info box rendering is moved from being hardcoded in output-file.rs to being defined as a liquid template. Honestly, the HTML formatting in rust wasn't horrible for our strongly typed data models, but a big change here is moving to having a generic, extensible pipeline for the JSON ingestion, and it is a major boilerplate nightmare to deal with un-typed JSON in the rust code. Also our existing HTML rendering felt like it was really at its scaling limits and could not reasonably allow, for example, webkit to customize stuff without interfering with mozilla-central.
  • A related change to that is that we also use liquid templating for the WPT dashboard link. This is potentially a baby step to moving some other panels too, but it's not a high priority.
  • I added a liquid-templating-cheatsheet.md file since, while liquid as a templating language is pretty sane and the liquid-rust crate is amazing (thank you liquid-rust team, you rock!!), there are still some rough edges. (And I think we can probably help improve the rust crate if we want to improve the situation. It's really well engineered.)
  • I have standardized our use of Ustr at least in crossref so that any file path, file path segment, symbol, or pretty identifier string is expected to be a Ustr. Part of this logic is being careful to not try and intern a string into a Ustr until we're sure that it actually corresponds to something that should be interned. For example, if we get symbols from a query, we try and look them up from our crossref database first and then we only intern the string if it matched.
    • This is done primarily the benefit of graph processing and our future work in that space where there are potentially quite significant performance and resource wins from being able to do fast equality tests and have pre-computed hashes.
  • cmd_search_files and the local index remote server and its backend have been changed to operate off of the concise info database which we eagerly load into memory. The search-files results will now contain all the concise info we have on a file, but we still have a separate detailed info for larger hunks of data that only need to be available when rendering the file or at other times when it makes sense to load it as needed.
  • The tentative plan has also been to include the file information in the crossref database under the FILE_ symbol for consistency, but that was mainly something I thought was reasonable when I wasn't sure whether we should still have the concise-per-file-info.json file or not and load it at the start of the server. But in the end it seemed clear that our file searching patterns could benefit from pre-computation/indexing of any relevant queries, and just loading a flat file from disk is going to be faster to feed that than doing N binary searches in the crossref, etc. etc.
    • It could still make sense to store the information in the crossref info for the files, but tha can be implemented as needed.

Friday 2022-09-30 20:21:03 by Gwyneth Llewelyn

Docs: add links to TLSA/DANE acronyms

Don't you hate when you get an acronym that you've never heard before, and that everybody assumes that you should know what they're talking about? Well, so do I. A few more links to the meaning of those acronyms are always welcome, I think. Note to self: this is to try if the push triggers the expected GitHub Action with 'my' DNS configuration...


Friday 2022-09-30 20:23:46 by maikilangiolo

Levergun re do (#7587)

  • update timer (#7501)

  • FUCK YOU FUCK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

  • Update code/modules/projectiles/guns/projectile/battle_rifle/levergun.dm

Co-authored-by: hyperioo [email protected]


Friday 2022-09-30 20:50:10 by TaleStationBot

[MIRROR] [MDB IGNORE] Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix (#2617)

  • Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix (#69725)

About The Pull Request

Heretics can no longer be converted to a cult, as they follow their own Forgotten Gods. Instead, Nar'Sie will reward the cult for managing to sacrifice one, with the bastard sword. The bloody bastard sword has been cleaned up codewise and all that. Because it is a free reward instead of a (removed) progression mechanic of cult, it swings just a bit slower during the spin and doesn't have a jaunt. It's still a !fun! swinging sword of hilarity and death. BLOODY BASTARD https://www.youtube.com/watch?v=ukznXQ3MgN0 Fantasy weapons can now roll "soul-stealing" weapons. They, on killing something, capture its soul inside the item.

Add fail conditions that instantly end a spin2win, ala how 

Mimes can now hold a baguette like a sword by right clicking it #69592 works

Why It's Good For The Game

Bloody bastard sword was fun, it made no sense that heretics were valid converts when they're already worshipping a DIFFERENT evil god granting them powers. Should be in a good spot as a nice little antag to antag special interaction. I fucking love antag to antag special interactions, we should have more of 'em

Fantasy affixes are always a neat thing to throw a new component into Changelog

cl add: Heretics can no longer be converted to cult. But sacrificing them is very valuable to Nar'Sie, and she will grant special weapons if you manage to do so. add: Fantasy affixes can also include soul-stealing items! /cl

  • Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix

Co-authored-by: tralezab [email protected]


Friday 2022-09-30 21:17:31 by maributt

remove project reference bc im stupid

ill add it back when i need it, this is just for the ease of building + not wanting to put up with vs's bullshit honestly


Friday 2022-09-30 21:40:27 by Serge Semin

clk: vc5: Fix 5P49V6901 outputs disabling when enabling FOD

We have discovered random glitches during the system boot up procedure. The problem investigation led us to the weird outcomes: when none of the Renesas 5P49V6901 ports are explicitly enabled by the kernel driver, the glitches disappeared. It was a mystery since the SoC external clock domains were fed with different 5P49V6901 outputs. The driver code didn't seem like bogus either. We almost despaired to find out a root cause when the solution has been found for a more modern revision of the chip. It turned out the 5P49V6901 clock generator stopped its output for a short period of time during the VC5_OUT_DIV_CONTROL register writing. The same problem was found for the 5P49V6965 revision of the chip and was successfully fixed in commit fc336ae622df ("clk: vc5: fix output disabling when enabling a FOD") by enabling the "bypass_sync" flag hidden inside "Unused Factory Reserved Register". Even though the 5P49V6901 registers description and programming guide doesn't provide any intel regarding that flag, setting it up anyway in the officially unused register completely eliminated the denoted glitches. Thus let's activate the functionality submitted in commit fc336ae622df ("clk: vc5: fix output disabling when enabling a FOD") for the Renesas 5P49V6901 chip too in order to remove the ports implicit inter-dependency.

Fixes: dbf6b16f5683 ("clk: vc5: Add support for IDT VersaClock 5P49V6901") Signed-off-by: Serge Semin [email protected] Reviewed-by: Luca Ceresoli [email protected] Link: https://lore.kernel.org/r/[email protected] Signed-off-by: Stephen Boyd [email protected]


Friday 2022-09-30 22:41:24 by MemeHoovy

fuck you nimu

I reported your account, don't think I won't do it again


Friday 2022-09-30 23:22:03 by treckstar

Life is one big road with lots of signs. So when you riding through the ruts, don't complicate your mind. Flee from hate, mischief and jealousy. Don't bury your thoughts, put your vision to reality. Wake Up and Live!


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