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Antti Korpi anko https://gitter.im/anko carbon-based entropy generator

alanshaw/markdown-pdf 2538

:page_facing_up: Markdown to PDF converter

anko/eslisp 518

un-opinionated S-expression syntax and macro system for JavaScript

anko/hudkit 81

transparent fullscreen on-top click-through WebKit web view, for making cool desktop HUDs

anko/array-keyed-map 33

JS datastructure, like Map, but the keys are arrays

anko/image-to-box2d-body 24

proof-of-concept game build pipeline for converting an image to a Box2D body

anko/basedwm 15

experimental panning X window manager, with an infinite desktop

anko/Bohr-Automaton 2

Web-based puzzle game in LiveScript and D3.js (for GDSE Anniversary Game Jam 2014)

anko/dot 2

my UNIX dotfiles (i3, zsh, nvim, git, and others)

anko/eslisp-propertify 2

eslisp macro: a.b → (. a b)

anko/eslisp-camelify 1

eslisp macro: this-is-a-variable → thisIsAVariable

issue commentValveSoftware/Dota2-Gameplay

1×1 ward cliff next to the Radiant fountain (which you can TP onto, and get stuck)

I updated the title, and added a brief description of how to get stuck there by TPing.

anko

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delete branch anko/hudkit

delete branch : apt-get-update-in-ci

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Antti Korpimäki

commit sha f2278a6217eaa9dae1222e071c29d1fd3dbf3bf6

Chore: In CI, Update APT sources before install That might be the issue behind the download errors for the "install build dependencies" step: https://github.com/anko/hudkit/actions/runs/4996762457/jobs/8950339663#step:3:200

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Antti Korpimäki

commit sha 5554dccf541e2dc680934916a464e0e75a0084ed

Chore: In CI, use checkout action v3 v2 uses Node.js 12 and is deprecated in favour of v3 which uses Node.js 16; https://github.blog/changelog/2022-09-22-github-actions-all-actions-will-begin-running-on-node16-instead-of-node12/

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Antti Korpimäki

commit sha 5554dccf541e2dc680934916a464e0e75a0084ed

Chore: In CI, use checkout action v3 v2 uses Node.js 12 and is deprecated in favour of v3 which uses Node.js 16; https://github.blog/changelog/2022-09-22-github-actions-all-actions-will-begin-running-on-node16-instead-of-node12/

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create barnchanko/hudkit

branch : apt-get-update-in-ci

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Antti Korpimäki

commit sha 767ed3310a90f1509d14a369d9cea2e1b923d416

Chore: Github Actions build badge Build hasn't been on Travis for a while.

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Antti Korpimäki

commit sha dbdf788e3df5e1a7d74c21a893b0ff4fc7d977a0

Replace `npm bin` with hardcoded path Looks like `npm bin` is no more; we're supposed to just hardcode the path now. That *should* make running c8 coverage report work properly again, fingers crossed?

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Antti Korpimäki

commit sha d7d15510fba2879f2cafcd2b9ee4019ae2f93ea1

Upgrade dependencies Hopefully a solution to the "generate LCOV coverage report" part of Github Actions build failing with a very mysterious error: > > Run $(npm bin)/c8 report --reporter=text-lcov > ./coverage/lcov.info > /home/runner/work/_temp/188f5afd-67af-4323-b6ee-6398c90811ad.sh: > line 1: Unknown: command not found > Error: Process completed with exit code 127. What is that even supposed to mean? Let's hope it's c8 weirdness and goes away with the minor version bump.

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issue commentanko/hudkit

Hudkit going behind windows?

What WM are you using? Hudkit uses Extended Window Manager Hints to tell the WM for example "this window should be on top of everything else". The article has a list of WMs that support that standard.

  • With WMs supporting EWMH, no special configuration should be necessary.

  • With WMs that don't support it, you need application-specific configuration. Some may have a "always keep these windows on top" option.

Stuff that might help with debugging: You can see all properties of the Hudkit window with xwininfo -all -name "hudkit overlay window", which includes EWMH properties in the "Window manager hints" section.

real-fht

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issue closedValveSoftware/Dota2-Gameplay

Overlapping trees near Radiant small camp cause faulty pathfinding

Description

Two orange- and white-leaved trees near the Radiant small camp have overlapping bounding boxes. When cut with a Quelling Blade, the remaining tree has a collision gridnav area that only covers half of the tree's collision box. This causes strange pathfinding in some situations, with a hero walking rapidly back and forth, trying to get behind the tree when it's not actually possible.

Observe the red and green gridnav squares (shown by cl_dota_gridnav 1) in the demonstration video, relating to the position of the trees.

Example Match ID (and possibly Timestamp)

Easy to replicate in any lobby using the default Dota 2 map.

Screenshots

https://user-images.githubusercontent.com/5231746/171853692-fc00abb6-cc41-49f6-b7c1-f27c064f2fc1.mp4

(My cursor was accidentally hidden by my recording settings; that's not a bug. Sorry.)

closed time in a month

anko

issue commentValveSoftware/Dota2-Gameplay

Overlapping trees near Radiant small camp cause faulty pathfinding

This part of the map was reworked in 7.33, and the relevant trees are gone.

anko

comment created time in a month

issue openedValveSoftware/Dota2-Gameplay

Small unpathable tile next to Radiant Tormentor

Description

A visually empty grass tile to the left of the Tormentor on the Radiant side is marked impassable for pathfinding.

This leads to unexpected pathing when near that tile. (See video below.)

Example Match ID (and possibly Timestamp)

No response

Screenshots

https://user-images.githubusercontent.com/5231746/235364761-eef12c31-d9c0-4ad0-9798-9a0e9320f383.mp4

Captured in a local lobby with these commands active, for debug display:

sv_cheats true
cl_dota_gridnav_show 1
dota_unit_draw_paths true

created time in a month

issue closedValveSoftware/Dota2-Gameplay

Dire safelane Tinker-ward-cliff allows warding an area much larger than others

Description

The Dire safelane edge-of-map cliff ward spot has an eye symbol, but the area in which wards can be placed up there extends far beyond the eye symbol. In all 3 other edge-of-map cliff ward spots, wards can only be placed in the 2×2 area on top of the eye symbol.

This makes that specific Tinker-ward unusually difficult to deward without a vision spell, because the Sentry initial flying vision is too small to cover the whole area, and heroes can't stand up there.

Example Match ID (and possibly Timestamp)

Easy to replicate in any lobby using the default Dota 2 map.

Screenshots

https://user-images.githubusercontent.com/5231746/171858013-ff8bfc17-6c21-4dac-8476-c7fe98a57f0f.mp4

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anko

issue commentValveSoftware/Dota2-Gameplay

Dire safelane Tinker-ward-cliff allows warding an area much larger than others

This was fixed in 7.33, through the map becoming larger, and the Tinker-ward-cliffs becoming ordinary 2×2 ward cliffs.

anko

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