-
Install Docker:
sudo pacman -S docker
-
Enable Docker systemctl unit:
/* | |
JSON literal verification in TypeScript type system (version 3.1 for workgroups) | |
now powerd by tail recursion (you can blame @ackwell for telling me to and | |
@s5bug for doing it) | |
*/ | |
type HEX_CHARS = | |
| "0" | |
| "1" | |
| "2" |
#!/bin/sh | |
cage -- bash -c 'wlr-randr --output X11-1 --custom-mode 1280x800; sleep 1; sudo /usr/local/bin/waydroid-helper & waydroid show-full-ui' |
As of 1.19.2-2.0.1.0 BYG, BYG now depends on Corgilib. This library offers a new world gen feature for creating custom trees from NBT files.
Features include but not are limited to:
- Allows to build trees with trunk & canopy structure NBT parts.
- Allows the use of vanilla & modded tree decorators. These include but are not limited to:
- Vines
TJA is a file format created for Taiko simulators to have playable charts. It contains the metadata and the notation for all of the song's difficulty levels. "WAVE:" in the file points to an external audio file that should be in the same directory as the TJA.
This page covers TJA support in taiko-web, but may apply to other simulators as well.
TJA file is a plain text file that can be encoded as either UTF-8 with BOM or as Shift-JIS. The extension is ".tja". The container format for the audio file does not matter as long as it is supported in the simulator. If the TJA file is hosted on taiko-web, the filename should be "main.tja" for the TJA file and "main.ogg" for the audio file.
Comments can be inserted at any point by starting them with //
, comment will continue until the end of that line.
// ==UserScript== | |
// @name Toggle Discord OAuth Scopes | |
// @version 0.2 | |
// @description Toggle Discord OAuth scopes by clicking them on the auth screen | |
// @author Ben Richeson (github.com/benricheson101) | |
// @match https://discord.com/oauth2/authorize?* | |
// @match https://*.discord.com/oauth2/authorize?* | |
// @match https://discord.com/channels/* | |
// @match https://*.discord.com/channels/* | |
// ==/UserScript== |
↗️ This gist has been transferred to tailscale-dev/deck-tailscale
{ | |
const mods = webpackChunkdiscord_app.push([ | |
[Date.now()], | |
{}, | |
e => Object.values(e.c), | |
]); | |
const provider = mods.find( | |
m => m?.exports?.Z?.getLanguages && Object.keys(m.exports.Z.Messages).length | |
).exports.Z._provider; | |
const strs = mods.find(m => m?.exports?.COMMAND_NICK_SUCCESS); |
// Copyright (c) 2022 Benjamin Richeson | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all |
The idea was to be able to upload worlds to a database so that we could have multiple servers upload and download them at will to enable load balancing for servers such as skyblock as the demands of scalable 1.17 servers grow while the performance falls version to version.
The important idea here was to see if it was possible to upload worlds to a database, which the answer is yes :D. but this even works better for skyblock servers as they are mostly air, which allowed us to do a small optimization. which is when a chunk is empty, we don't have it, as generating empty chunks is cheap as chips, but storing them has about 500B of overhead. so it ends up taking longer to fetch them from the database, then just generate them.