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  1. 4chan trying to access Seth Rich's Gmail account: https://twitter.com/polNewsForever/status/866617280519647232

    1. Show previous comments  22 more
    2. nbohr1more

      nbohr1more

      This would also need to be debunked:

    3. nbohr1more

      nbohr1more

      Did you read it? Almost all other places are censoring DNC topics. Name a place where I can read about DNC controversies and I'll gladly switch. T_D covers terrorist attacks and all sorts of censored material that isn't available in David Brock's 1984 news universe.

    4. nbohr1more

      nbohr1more

      Understood. You won't read a detailed technical breakdown of document forensics because it came from a partisan source. C'est la vie.

  2. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  3. The next-gen "search engine AI" could be very similar to the "toy" ChatGPT, just with an added component that forces it to take into account manually curated facts that are related to the topic. That or maybe we need strong AI to make that particular application usable without being a hallucination free-for-all.
  4. First of all, ChatGPT , independent of the version, is a language model to be able to interact with the user, imitating being intelligent. It has a knowledge base that dates back to 2021 and adds what users contribute in their chats. This means, first of all, that it is not valid if you are looking for correct answers, since if it does not find the answer in its base, it has a tendency to invent it with approximations or directly with false or obsolete answers. With this, the future will not change, it will occur with AI of a different nature, on the one hand with search engines with AI, since they have access to information in real time, without needing such complex language models and for this reason, they will gradually search engines are going to add AI, not only Bing or Google, but before these there was Andisearch, like the first of all, Perplexity.ai, Phind.com and You.com. Soon there will also be DuckDuckGoAI. On the other hand, generative AI to create images videos and even aplications, music and other, like game assets or 3D models., The risk with AI came up with Auto GPT, initially a tool that seemed useful, but it can be highly dangerous, since on the one hand it has full access to the network and on the other hand it is capable of learning on its own initiative to carry out tasks that are introduced as if it were a Text2Image app out there, what was demonstrated with ChaosGPT, the result of an order introduced in Auto GPT to destroy humanity, which it immediately began to develop with extraordinary efficiency, first trying to access the missile silos nuclear weapons and to fail, luckily, trying to get followers on Twitter with a fake account that he created and where he got more than 6000 followers, hiding later, realizing the danger that can be blocked or deactivated on the network. Currently nothing is known about it, but it is still a danger not exactly to be ruled out, it can really become Skynet. AI is going to change the future, but not ChatGPT which isnt more than a nice toy.
  5. Something I've been wondering for a while, and the wiki couldn't quite answer my question to a satisfying degree; does ambient noise affect sound propagation in anyway? In other words, is there any system in place that simulates background noise masking player generated racket? I'm mainly thinking of things like roaring machinery, a common set piece in induralist settings. Or heavy rain, loud music, waterfalls, any kind of noise generating entity that physically exist in the mission's world, thus audible for AI entities, and could reasonably overshadow/drown out footsteps. Based on personal experience I'm fairly certain background noise is not taken into account, but it doesn't hurt asking. An old, personal pet peeve of mine is when enemies, that the player can't hear moving around due to blaringly loud ambient noises, somehow isn't affected by the same auditory disturbance and immediately goes searching mode over a single, casual footstep. Or when enemies somehow can distinguish between two sets of identical sounding footsteps, although I can accept that a bit more than the first one. The superhuman hearing can be quite ridiculous. Follow-up question; assuming it doesn't already exist, would such a system be a worthwhile addition? Could be a powerful tool for map makers and players, setting up areas where the player perform rushed actions by utilizing the environment. Like turning on a gramophone to be able to run through a fully illuminated wooden corridor, and stuff. One possible argument I can think of is that such an addition could mess with old missions, however I'd contend that any mission, that would get ruined by an extra tool/route, wasn't a particularly well designed mission in the first place. Another issue is that it might be pretty expensive to calculate or properly define the propagation.
  6. My brain is reeling with overload! First, being enthralled with your goblin roleplay, I overlooked your second link to your clockwork story. That is now even more fascinating to me. In particular, the AI's reasoning powers (eg, when it perceives and describes the allegorical element of your story) is staggering. Clearly the AI can reason intelligently. No matter that it isn't conscious and, like all software, it's merely a list of instructions & data (thought HUGE!) it can reason in an intelligent way. In that instance it was better than me! It definitely has (or can represent and function as if) an understanding of language. And I say if something looks like a spade, and be used to dig, then it's a spade, even if constructed differently. thanks, now found the sharing feature and discovered your post is publicly-readable but posting to it requires an openAI account. I added a brief message to test if you can see it. I'm sure it can be seen on the public page. But does that sync with the copy in your private version of it? For further interest, I posted a version of one of my earlier tests that might be of interest at.... https://chat.openai.com/share/36420a5f-f8d8-4eeb-939b-a1c4c017c2b3 It's a failed story fragment but I learned a lot about how to work with gpt.
  7. Ooh! We should compare notes in a few weeks. I've been trying for a while now to find tricks for re-establishing continuity between conversations. I've had some success, but nothing yet I would call satisfactory. For instance with the Adventures of Thrumm RP game, I had to start a new session because the ChatGPT client was taking on the order of 20s per token to generate its responses at the end and was crashing every 2-3 minutes. I felt like I successfully got it back into the character and in story for the new session, but it took something like 2 pages of text and over 40 minutes of work on my part. Judge for yourself how well I did: https://chat.openai.com/share/f14f77f7-2b49-497a-990a-b8ee6f405fb1 I'm envisioning an ultimate solution in the form of AI "personas" with associated memories and biographical information in a searchable database, which the chatbot can interact with through an API based on some minimal leading-prompts. Unfortunately that is still a bit beyond my depth as a engineer and AI whisperer... but I am making slow progress. Thanks! You are correct that these were each one continuous conversation (minus a few false-start branches where I submitted incomplete prompts by mistake or tried things that didn't work). I probably would not recommend going that long again. I really only did it in those examples as an experiment to see what would happen. I'd say beyond about 8 rounds of lengthy prompt-response the model's amnesia problem completely erases any benefit it gets from the extra context of the longer conversation. Plus in long conversations it sometimes develops pathologies like linguistic ticks or personality quirks. Starting new conversations periodically is a pain, but probably still best practice. It's a new feature! This is actually the first time I've used it so I'm not 100% clear how it works when you send it to someone with their own account. The controls are on the left next to the chat session title in the chat list: the icons from left to right are to change the conversation title, share the conversation, and delete the conversation. If you'd like to try adding to another person's thread, here's a false start of mine you could try it on. I'll tell you if it works. (Turns out ChatGPT is chronically bad at anagrams, so vandalize away.) https://chat.openai.com/share/8d7227ab-3905-4bf1-82a3-12be4899d48f
  8. OK, after discovering a gpt-4 account can be cancelled anytime (and even renovated later) I decided 20-odd dollars was worth investing to explore it. I found it fascinating but my main interest was fiction writing and I found although gpt-4 was creative and its grammar perfect, it's continuity was flawed with anything longer than maybe a couple of thousand words because amazingly it cannot recall precisely all the text even in one conversation. Somehow it condenses earlier messages and the further you get into a story the more I get forgets stuff, like Mr Johnson comes into the room. Erm... didn't Mr Johnson die in Chapter 3? This only applies if you try to help chatgpt-4 to write a story rather than get chatgpt-4 help YOU to write a story. That's different. Anyway, I've not given up trying to find a workaround, and in the meantime, gpt-4 now provides internest access via Bing. This is even better than Phind. You can type all sort of instructions in and get gpt-4 to do the searching like so: User: OK. please search for advice on getting chatgpt-4 to write a long story. List the first 10 website articles. Omit any that only help the user write a story, and only list those where the user helps chatgpt-4 to write the story. Abandon processing any websites that give errors such as failing to access and instead display here the link, then continue searching. If you can't find 10 articles within 10 minutes, then stop Chatgpt-4: I'm sorry, I wasn't able to fully complete your request. However, I've gathered some useful information. I found an article titled "How to Write a Novel With ChatGPT (Ultimate Guide in 2023)" on WritingBeginner.com. This article provides a step-by-step guide on how to use ChatGPT to write a novel. This guide includes 13 steps, such as: 1. Asking ChatGPT to suggest a genre and subgenre. 2. Using ChatGPT to come up with a story premise. 3. Expanding the premise into a back cover blurb with the help of ChatGPT. 4. Creating an outline from the blurb with ChatGPT's help【74†source】【75†source】【76†source】【77†source】【78†source】. I spent quite a bit of time exploring the details of this guide, which may be helpful if you're looking to use an AI like ChatGPT to assist with writing a long story. Unfortunately, I wasn't able to find 10 separate articles that specifically discuss how to help ChatGPT-4 write a long story, as per your request. The search results included a mix of different kinds of articles, and it took a significant amount of time to explore each one to determine its relevance. I'll list the URLs of the remaining pages that seemed potentially relevant, but I wasn't able to fully explore them within your time limit: 1. https://www.artificial-intelligence.blog/news/how-to-write-a-story-with-gpt-3 2. https://www.wired.com/story/ai-language-models-biggest-challenge-yet-long-form-content/ 3. https://www.writersdigest.com/be-inspired/how-artificial-intelligence-can-help-authors-write-a-better-novel 4. https://www.fastcompany.com/90697938/this-is-how-a-i-will-help-you-write-your-next-novel 5. https://towardsdatascience.com/writing-with-gpt-3-turning-prompts-into-novels-ba1d109b2a6f 6. https://www.technologyreview.com/2023/03/20/104107/artificial-intelligence-is-now-writing-novels-heres-an-example/ Please note that the relevance of these articles to your specific request is uncertain since I wasn't able to fully assess them within your time limit. As for the technical question about Chrome updates, the latest version of Google Chrome as of June 8, 2023, is 112.0.5615.137/138 for Windows and Mac, and 112.0.5615.165 for Linux【47†source】. I hope this information is helpful, and I apologize for not being able to fully meet your initial request. End... This will change searching the net forever! It's like having an assistant to do the legwork.
  9. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  10. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  11. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  12. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  13. I investigated the topic, and I still think it is too hard. Precomputed visibility is perhaps the best thing for us. So we can split space into cells, and precompute whether cell A and cell B have unoccluded straight line connecting them. We can limit occlusion only by brushes: there is no need to take models/patches into account. Precomputed visibility should be done on per-area basis. When we compute the visibility data for one area, we consider all visportals and all other areas opaque. In other words, we only check for direct visibility within the area. If such information is available, it can be combined with existing visportal&area traversal code. The main problem is how to precompute visibility on per-cell basis. A solution must: Be conservative: you don't want to occasionally see small holes into nowhere Do perfect occluder fusion: otherwise a big house would not occlude most of the stuff behind it. Have sane build times for brush geometry of our scale. This inevitably leads to pretty complex algorithms. If mapper can add a special brush and say "this is major occluder in visarea N", then we can probably (not sure yet) verify that he is correct in saying that, and simply raytrace this occluder during visportal traversal. But realistically... I don't think mappers would really use this tecnhique, except maybe for a very few people/missions.
  14. Occlusion culling is not as easy as it looks. For instance, if you simply check entity's bbox against individual brushes, then most of the entities behind walls would pass the check because no individual brush covers a whole entity completely. Also, there are dozens thousand brushes on large maps, you cannot iterate through them naively. On the other hand, this is close to the concept of "antiportals". That's when mapper puts an "antiportal", ensuring that everything behind it is occluded, and the engine takes it into account whenever it works with portals. But this requires work from mapper, and I don't think it would provide much help. To get serious benefits, you need to recognize the whole wall consisting of many brushes as a single inpenetrable surface, at which point you necessarily have something really complicated. I thought about doing Umbra-like occlusion culling on brushes (with automatic portals and conservative rasterization inside), but I realized it's ton of work. There is always something else to do. By the way, the recent change is not about what player does not see, it's about what light don't see/hit. Just rendering a surface is very cheap because of depth prepass, but light interactions are costly with all the textures, soft shadows, etc. Realizing that you don't need light interaction on something you see is quite beneficial. The problem with original Doom 3 engine is that it basically lights up all objects within light volume. With the exception of static shadow-casting lights, portals are just ignored! I have expanded usage of portals to dynamic lights. It might sound funny, but there is still some room for improvement in this area...
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  15. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  16. Well that was fun, I managed to get my account locked for half an hour Top tip Delete all the cookies for the forum along with any saved passwords before trying to log back in
  17. I agree with displaying as a negative but still prefer calling it "Stealth Score" since ghosting includes not using knockouts or kills and the score doesn't account for those. (And the term ghosting is a community meme which new players may not initially understand, but that's less of an issue.)
  18. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  19. heh yeah lately there was a major debacle here in denmark because of childrens app that turned out to expose everything from family meetings to your bank account, worse it did not only spy on them when they were playing but the mic and camera actually sent real time data streams to the developer and it could not be turned of by any means other than rolling the phone over with a steam roller .
  20. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  21. Couldn't the inventors guild invent a small device that lets you transaction your gathered loot immediately from your void loot bag over to a client account which makes you able to use the value right in the mission to order stuff from Amaz... I mean Bridgeport24? Joking aside, I think talking about loot in general or how to make use of it besides only collecting it is worth another thread instead of this one. I'm really curios to hear your design ideas and personal experience there. Maybe we can gather some results that people who are participating in the xmas contest already can take into account.
  22. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  23. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  24. Here is the console log. I just had a thought. I have MFA enabled on my Github account - maybe it's something to do with that? It's not an issue though with other tools that I use for this. With either VS Code or command line I can push fine and there aren't any more prompts. Unfortunately I can't turn it off because I use that account for work as well (hence the MFA requirement). But maybe you could try and reproduce by enabling it briefly on your account. main is set up to track origin/main main is set up to track remote origin Pushing to remote origin Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Git Exception: too many redirects or authentication replays
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