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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
JS datastructure, like Map, but the keys are arrays
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
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)
eslisp macro: a.b → (. a b)
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.
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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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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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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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Chore: Github Actions build badge Build hasn't been on Travis for a while.
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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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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
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.
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With WMs supporting EWMH, no special configuration should be necessary.
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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.
comment created time in a month
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.)
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ankoissue 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.
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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ankoissue 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.
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