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πŸ‘¨β€πŸ’» IT & Life by @ExposedCat

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Notification timeout, RegExp and better testing β€” in review on EGO, available on main

UPD: Approved on EGO

➑️ Previous update
➑️ Gnome Extensions Page
➑️ GitHub
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Notification Configurator was updated on EGO

- Regex matching
- Configurable font sizes
- Localization

P.S. Check out Customise and Move Notifications on GNOME with this Extension by OMG!Ubuntu founder πŸ†

Previous update | EGO | GitHub
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@UMMRobot now uses Cobalt (WIP) instead of Ytdlp showing faster and more reliable downloads even without auth (to be added)

P.S. Now supports images, sliders (a set of images), better inline mode w/image search
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ExposedCat's blog
P.S. It works, but the service broke the GPU holder
Just got a refund and got myself a brand new B650+ (no bluetooth because it sucks and I have to use adapter anyways) $50 cheaper

Yippee!
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We got OpenAI going open before 2042?!

Huggingface
| OpenAI | Ollama
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#TIL you can align post previews in Instagram (hold post > options)
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Animations in Godot: late evening findings I

Given a model skeleton (e.g. arms + body + legs) and some animations for it, we can setup a simple Start β†’ Idle pipeline so that model goes into Idle animation on start.

For movement animation, we need to blend 4-5 animations into one based on character's direction and speed, and there is a BlendSpace2D node that does exactly this: given calculated blend position it's mapped onto a 2D space with sideways animation on the negative/positive X, forward at the negative Y and backwards at the positive Y, blending those into a final one based on the input.

Now, with
Start β†’ IW

and
         Backwards
οΈ²
Sideways β€’ Idle β€’ Sideways
οΈ²
Forward

we will have a smooth movement animation by providing a point on this chart which will represent character's movement state
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Animations in Godot: late evening findings II

That being said, we can easily add a short one-time animation such as Cheering, by doing
Start β†’ IW ←⇒ Cheer

where Cheer is being manually fired and automatically returned to the IW once finished.

This will, however, result in a character sliding on a floor like a penguin on ice if we try to walk while cheering, because Cheer animation doesn't have legs movement.
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Animations in Godot: late evening findings III

To solve this, there is a BlendTree node that provides a way to build more complex pipelines. Moving BlendSpace2D into BlendTree as Locomotion start node and connecting it to tree's output will result in same behavior space had; then we can use a OneShot node which takes two sources (in and shot), optional skeleton filters (e.g. arms only) and, when fired, overwrites filtered skeleton parts of in with shot.

I.e. by putting Locomotion and Cheer animation into OneShot
Locomotion β†’ Cheer_OS β†’ output
^
Cheer_A

we can have a nicely slapped Cheering animation on top of smooth movement πŸ’ƒ

To add more one-shot animations we can basically chain OneShot nodes since they return untouched in animation when not fired, i.e. only fired node of chain will be played

P.S. I wrote a ton about animations in private chats so decided to drop it here, πŸ‘Ž if I should stop doing this since I will have a lot to post while replicating the SneakOut
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β πŸ† Wall-through outlines and highlights in Godot

Not that good for outlines (insanely simple but has requirements to the model), but highlight is really nice and performant thanks to utilizing Godot internal rendering system

P.S. A nice outline shader by community
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πŸͺ‘ Godot + Steam + SneakOutℒ️

Took me about a week of daily LLM talks, FAAFO in editor, a few YT videos, a few articles, a ready-made asset pack and 250 hours in SneakOutℒ️. Open-source & coming out to Steam soon.

Amazing engine for your amazing game ideas.

GitHub
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Godotiki

Migrating to 4.5 for stencil features

P.S. Stencil is goated
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