Explore

e

Improved ore generation! The look is still pretty bad unfortunately but at least there are pockets of ores.
Screenshots show some examples as well as a heatmap. Still a lot of work to be done, but it’s acceptable for now.

Also, did more research on optimization! It turns out that there are a bunch of wasm-opt flags I missed previously: I’ve added them to build.zig now.

Attachment
Attachment
Attachment
0
vair.​nooi

The app is basically worked new yayayayayay
But it can’t notify the item removal yet nayayayayay

Attachment
0
Kip

Fixed a bunch of bugs about Fastpass and activites,

added a new pathfinding simulation mode! When the simulation is too fast, the navmesh agents will overshoot its targets when using velocity obstacle avoidance, so now they will automatically switch to a custom path sampling method for moving. The paths are also now cached so performance is increased.

However I decided to make activity guest roam to a random point on the park, which drastically reduced performance again lol since now there’s so many pathfinding agents alive at the same time, but I think it makes the park more lively, and somehow it also increases ride wait times????

Attachment
1

Comments

Kip
Kip 10 minutes ago

also oh yeah now every guest keep a log of what they did every minute

shaikhsamir8442

Worked on progression reliability and cross-universe puzzle compatibility. Work done on key door portal interaction cleanup, causal linkage reevaluation fix after universe switching, and temporal ghost co-op support in all universes.

Changelog :

  • Added stat total_keys_collected; uses lifetime value with cooldown warnings
  • Synchronized VariantDoor states and payloads in order to avoid any unintentional causal opening
  • Updated collision system; phases ignored almost all objects but not the Variant Doors
  • Adjusted the transition system to make sure post-transition causality propagation works correctly
  • Fixed causal EXISTENCE dependency issues that caused incorrect causality propagation
  • Added support for temporal ghosts: ghosts snapshots, GhostEntity spawns/despawns, particle events, EchoSwitch activation
  • Optimized targeting code for using nearest target instead of echoes
  • Fixed paradox enemy visibility issue; at least one ParadoxWraith should exist in 06 Fracture
  • ParadoxWraith spawns guaranteed in levels 05-06 from all possible starting universes
Attachment
0
vaibhaav3

Completed the web app, additional debugging was done, the UI was improved and the appearance was enhanced, also the the balloons were added for a cool effect in the end overall I am pretty happy with the results.

Just go to the left sidebar and input any valid number and then click Fry the Needles to view the results, you shall observe that the value of the pi moves closer to the actual value as you increase the number of fries.

Happy Frying :)

Attachment
Attachment
Attachment
Attachment
0
Pz

Created simple feed view now will make form to add projects first before creating feeds

Attachment
0
jaisondavidm.cs25

With the help of Lucide react , Enhanced the UI of the Profile Page

Attachment
0
Ezra

Finalised everything before shipping, got the app on TestFlight (shockingly fast too!), updated the screenshots, edited the README, made a YouTube demo video, etc etc, we should be ready to ship!

Attachment
0
manjumusei

Will update soon with my main devlog

Attachment
0
Auseawesome

Fixed an incredibly pervasive bug where fences would not correctly be updated when landing. They now look like normal fences rather than connecting to nothing.

Attachment
0
eee

txtr devlog - 10/04/26 pt2

whats new???

  • finally finished off all the plugin commands!!
    :plugin list - opens a panel with all the available plugins (currently is using the build panel but with diff content - will update this to a standalone panel when i get a chance)
    :plugin info <plugin> - opens a panel with the information on a requested plugin - this is things like author, description, version etc
    :plugin enable - enable a plugin that is currently stored in ~/.config/txtr or a built-in one
    :plugin install - fetch a plugin from the registry and install it
    :plugin disable - unload from current session and remove from config!!
  • also added a new section to the help menu for plugin commands

changelog

Attachment
0
Johann

Delete Statements (also with Where-Clauses)

You can now delete data using the delete from {table} [where {condition}]; syntax, which let’s you optionally have the where part so you can either delete the WHOLE table, or just a part of it.

It was fairly easy, since it’s just combining what happens in a select and using the rows’ primary keys for the delete KEY operation in the storage. This is also a single WriteBatch btw, which is more efficient than N different disk operations for N rows while also giving us atomicity: Either the whole delete operation is committed completely, or nothing.

What still has to happen in the future, is optimizing:

When we delete based on the primary key, or want to drop the whole table, we can implement a range-deletion in the KV-Store, which will let us 1) avoid scanning and filtering and 2) results in not just one batch, but rather one operation, so it’s more compact for storage.

One more thing: I added .clear (or the .c shorthand) in the REPL that clears the screen. Was literally just two lines.


The attachment shows how executing delete works and looks like like in the REPL.

Full diff: https://codeberg.org/Vimthusiast/tempest/compare/b8f10ea...89d9950

Attachment
0
Dushyant Acharya

Done the whole CSS work and debugging also. In debugging there is a small flaw through which the qr is not generated properly so first analyse the whole code by myself then I can’t find so I gave it to Claude and Claude told me that all code is but but 1 thing is wrong like there is a word “add” which I have written “ad” and after that I smile a little and now the site is ready hope so I got as much as cokkies. :))

Attachment
0
shashankpulipati2007

added comments to all the code to make ppl understand it easily

Attachment
0
RespectableDot

New Enemy and Minor Changes

Devlog 23


Things I added:

  • There is another new enemy! This one can shoot multiple bullets at once like a shotgun, and has a lot more health than the regular robots. It even has its own animation! (Walking, Idle, and Shooting)

  • I have started working on the Ram gamobjects again. They can now take damage and be destroyed, but cannot trigger the “Gameover” thing.

Minor changes:

  • More balancing for the turrets and enemies.

Attachment
Attachment
0
zsobix

This is an older project of mine, which I made before I registered to flavortime, so the time spent coding won’t appear correctly.

I made some improvements to the program like:

  • Rewriting the readme
  • Making it more readable
Attachment
0
nirvaannn

What have I done this time (a lot…):

  • Tuned the drive distance in the flood fill loop
  • Added back the 3rd sensor value at 20% of the cell from the sensing point
  • Tested the robot in the maze
  • 3D printed a back support to stop the robot tilting when starting drive
  • Tested on a variety of cell distances and compared encoder counts in a spreadsheet
  • Found that it overshot by a constant braking distance of around 60 counts each time
  • More testing in the maze with updated cell calculation function incorporating braking distance
  • Measured distance travelled with expected distance in a spreadsheet & tweaked the value
0
jaisondavidm.cs25

Improved UI in Country usage page and Daily usage page . some few part with the help of chatgpt but not compeletly with it

Attachment
Attachment
0
Loading more devlogs...