[-] Jozzo@lemmy.world 1 points 1 day ago

Yep it's not near finished. This is one of those projects that's sat in my "keep an eye on it" bookmarks for a good while, I figured I'd post it to get some attention on it, because it does look very promising.

402

Spacebar is a free, opensource selfhostable discord-compatible chat, voice and video platform.

  • Discord-compatible (Use all your custom clients/bots with minimal changes)
  • Selfhostable (Server)
  • Open Source (GitHub Organization)
  • Configurable (Configure every aspect and limits to your needs)
  • Decentralized (no abuse of power and doesn't have a single point of failure)
  • Extendable (secure and cross-platform plugin system)
  • Themeable (cross-platform theme system with design editor)
  • Secure (publicly audited and hosted FOSS software for transparent foundation in terms of security)
96
submitted 1 month ago by Jozzo@lemmy.world to c/godot@programming.dev
[-] Jozzo@lemmy.world 6 points 1 month ago

Note that the attacker needs to already have access to your Microsoft 365 account to do any of this. Fuck copilot and all, but this isn't something they couldn't achieve before.

[-] Jozzo@lemmy.world 7 points 2 months ago

Love how the free spot is "no conclave update" lol

[-] Jozzo@lemmy.world 38 points 2 months ago

Got hit with this in the middle of work. We only have one customer using CrowdStrike, and only staff PCs, no infrastructure. But this one is REAL bad, caused by turning your PC on, and cannot be patched - each affected PC needs to be manually fixed. Would not be surprised to see Linux usage go up after this.

[-] Jozzo@lemmy.world 16 points 2 months ago

One attendee and the shooter are dead

61
Roll20 Data Breach (lemmy.world)
submitted 2 months ago by Jozzo@lemmy.world to c/dnd@lemmy.world

On June 29, 2024, at 6:30 P.M. Pacific Time, Roll20 learned that an administrative account was compromised. By 7:30 P.M. Pacific Time, we acted to ensure that all unauthorized access was blocked, and we began the process of investigating the incident to determine the scope.

Following our investigation, we learned that the unauthorized third-party had access to administrative tools, which may have resulted in the exposure of personal information, such as your: first and last name, email address, last known IP address, and the last 4 digits of your credit card (solely if you had a stored payment with us).

Notably, the compromised administrative tooling did not expose your password or your full payment information, such as your address or credit card number.

While we have no reason to believe that your personal information has been misused, we are notifying you out of an abundance of caution.

We take your privacy and security very seriously, and we deeply regret that this incident occurred. We will be implementing an action plan to further enhance the security of our administrative tools going forward.

If you have questions, or if you would like to view a copy of your account data that the third party may have had access to, please reach out to us at https://help.roll20.net and create a support ticket with the subject line “Incident Data Request” and we will be happy to assist you.

Here are some resources containing good best practices for protecting your information online which we recommend: https://consumer.ftc.gov/online-security

31
submitted 3 months ago by Jozzo@lemmy.world to c/godot@programming.dev

For character abilities that have a certain trigger condition, eg. "OnAttack", "OnJump", "OnDamaged" etc..

Currently each of these triggers is a signal. When a signal fires, the character loops through all of its abilities and activates each one with that specific condition, so it just runs an if statement for every ability, regardless of whether it has that condition or not:

if ability.trigger_condition == Triggers.OnAttack:
  ability.activate()

My issue is that this could get a little unscalable with many characters on-screen each having many abilities of their own. A character could have 1 OnDamaged ability and 19 OnAttack abilities, but when an "OnDamaged" signal is received, it will still loop through all 19 OnAttack abilities.

Any advice on this is appreciated, thank you all.

25
submitted 3 months ago by Jozzo@lemmy.world to c/warframe@dormi.zone
15
submitted 6 months ago by Jozzo@lemmy.world to c/godot@programming.dev

Wanted some opinions on ways to set up triggering "on-kill" effects. In short: The player can have abilities that trigger effects whenever they shoot and kill an enemy. I'm also looking to extend abilities to enemies as well, so can't just hardcode a player reference.

Currently I'm doing it like this:

  • Enemy signals that it died -> the bullet receives this and signals that it killed Enemy -> the player's weapon receives this and signals that it's bullet killed Enemy -> the player receives this and triggers it's on-kill abilities.

It simultaneously feels like a good way to go about it but also a long mess. The other option I've considered is:

  • Each bullet has a reference to it's owner (eg. player). When an enemy dies to a bullet, it looks to the bullet's owner reference and tells it to trigger it's on-kill effects.

This way is a lot simpler to write, but is error prone eg. In cases where the bullet's owner is killed while their attack is mid-air.

Thank you all!

303
submitted 6 months ago by Jozzo@lemmy.world to c/opensource@lemmy.ml

Figured I'd share this project as I don't see many that know about it! (Only available for Windows)

55
submitted 7 months ago by Jozzo@lemmy.world to c/godot@programming.dev

A massive asset bundle by Kenney is free right now on itch.io. It's only available for 9 more hours as of posting.

All included assets can be previewed here: https://kenney.nl/data/itch/preview/

Includes 2D, 3D, and audio assets!

86
Patch #6 Now Live! (baldursgate3.game)
[-] Jozzo@lemmy.world 7 points 7 months ago

Wow that was incredibly well made, thanks for sharing!

53
submitted 8 months ago by Jozzo@lemmy.world to c/selfhosted@lemmy.world

For those that have never heard of it, PlanarAlly is an open-source self-hosted virtual tabletop (VTT) for TTRPG games. Here I've compiled the most important features/changes from their blog post. The full release notes are available on their GitHub: https://github.com/Kruptein/PlanarAlly/releases/tag/2024.1

Vision Blocking Update

A new vision blocking mode is introduced, called behind. It will accompany the existing vision mode which will be renamed to complete.

When behind mode is active, the shape marked as vision blocking will be rendered as if it’s not a vision blocking shape, but everything behind it will be fully obscured. This will for example allow you to have a tree trunk that is vision blocking, but still show the players what they are looking at (i.e. a tree trunk).

Notes Overhaul

There is no longer a difference between shape notes and campaign notes. Notes are now a single concept, can be attached to shapes and managed through a new UI element called the Note Manager.

It’s now possible to share certain notes to other users with granular access rights, eg. you can give view access to all players when they retrieve an item, or give a particular player a private note that only they can view and edit.

For a full overview of the new note system, check the notes documentation.

Asset Drop Ratio

Defines how assets should be scaled when dropped on the map. A drop ratio of 1 is the default, it means the asset will resize purely on it’s specified dimensions, eg. goblin_1x1 will take up 1 grid cell even if it represents 10ft, whereas a drop ratio of 0.5 will resize basilisk_2x2 to 1x1.

Context: Previously, assets would auto scale when dropped onto the grid if they have a dimension in their name, eg. goblin_1x1 would fit exactly 1 grid cell, dragon_3x3 would be resized to 3 by 3 grid cells. This was using a method based on the 5ft-system to automatically adjust this when a location had a bigger size (eg. 10ft maps would automatically make goblin_2x2 fit in 1 cell). This however would break anything that wasn't using the 5ft-system.

Dice History Improvements

The dice history will now show who rolled the dice (it was previously only shown on hover) and contains more details on the specific roll instead of only showing the final result.

[-] Jozzo@lemmy.world 13 points 8 months ago

Just tried this out in one of my projects, here's what happened:

  • do something works without a problem.
  • do something else never goes off.
  • the rest of the game keeps running as normal. You can even call foo() again any number of times and do something will still go off.

Having it waiting in the background didn't seem to have much of a performance impact. I started 5000+ of them and foo() only took up ~0.6% frametime with the rest of my game running alongside it.

[-] Jozzo@lemmy.world 5 points 8 months ago

You cant really compare like that, learning is an input and regurgitating is an output.

Humans learn and regurgitate much the same as an AI learns and regurgitates.

A human can only output things based on input it's received in the past. Try imagining a new color. Any color you could possibly come up with is just some combination of colors that already exist. By painting with purple are you not "regurgitating" the work of red and blue?

47
Crash Landing (lemmy.world)
submitted 1 year ago by Jozzo@lemmy.world to c/nomanssky@lemmy.world

I accidentally summoned my freighter at a weird angle, so from the ground it looked like it was crashing down to the planet. I thought it made a pretty cool shot though! Here's some other angles:

[-] Jozzo@lemmy.world 5 points 1 year ago

You need to delete all cookies for lemmy.world in your browser, then log in again.

3
submitted 1 year ago by Jozzo@lemmy.world to c/fediverse@lemmy.world

I saw someone post about FediSearch, its very helpful but a little inconvenient to have to switch search engines just for lemmy, so I implemented their search query directly into my browser with Chrome's search shortcuts. Figured I'd write up a guide since this seems to be one thing a lot of y'all are missing from reddit, hope it's helpful :D

(This works for Chrome but not Firefox - they don't allow you to create custom search shortcuts.)

[-] Jozzo@lemmy.world 11 points 1 year ago

Mods have said the subreddit will be made read-only when the Kullervo update drops (June 21st-ish I think?)

[-] Jozzo@lemmy.world 12 points 1 year ago

Definitely not. Most of the platinum on those sites is stolen from hacked accounts / credit cards. In the case of the former the platinum will be traced back to you and your warframe account can be banned. Not trade-banned, banned-banned. In the case of the latter, the platinum will be removed from your account once the card owner gets their bank to chargeback.

Source: My brother got banned for this.

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Jozzo

joined 1 year ago