#Patch Manager

1 messages · Page 5 of 1

upbeat hare
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Thats one issue that doesn't seem to be happening for me then
But the other issue of it not adding modules to stock vessel is still happening

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Wait what

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Completely broken on a stock kerbal K1, but it still exists??

stiff crater
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Huh that's different from what I had

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Mine existed a bit less than that

upbeat hare
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Wait, thats cuz thats an MK1, which I already put the module on the prefab earlier, and it didn't load data ... cuz it didn't have any data in the save

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Wait ... huh

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Now it is adding the module, just broken

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I need to grab unity explorer anyways

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It does put all of this on the eva kerbal and it seems correct

stiff crater
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Yep, my code must be broken for eva kerbal somehow

upbeat hare
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And I don't understand whats wrong here?

stiff crater
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Is the data null?

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And do you have errors in the logs?

upbeat hare
stiff crater
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huh

upbeat hare
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I do have this error though

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So something is null

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So Mode is null now

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Yep, mode is null

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Which is what it is in the json as well

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the context key is null

stiff crater
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Ah yeah the ModuleProperty fields are not default initialized by PM

upbeat hare
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Hmm, is that something we should do?

stiff crater
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Hmm those are in KSPState so I feel we wouldn't want people having to initialize them in their patches, the focus should be on the definitions

upbeat hare
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Mmmmm ... this is gonna be fun

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Side note, I like how clean your patches are

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Like the fact you use a constants library to help define everything without funky numbers

stiff crater
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Yeah I didn't want to have to change a bunch of magic numbers everywhere all the time, I could still move some more stuff to it too

upbeat hare
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Oh gosh, this module property initialization, I am gonna need to do a lot of magic ain't I...

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Because this stuff is assumed to be initialized in the OAB

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but since this stuff wasn't in the OAB, it was never initialized

stiff crater
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Arf that sounds annoying, getting the type T and initial value when iterating over the fields in the data is possible with reflection?

upbeat hare
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Surprisingly no
Take for example the resource converter mode, its default initialized based on formulae, isn't it?

stiff crater
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Hmm isn't the field just initialized with an empty string?

upbeat hare
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Wait no the field is initialized

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the context key is never initialized

stiff crater
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Ah can't you just init it with the field name then?

upbeat hare
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Actually, I can do it another way

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A much simpler way

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.RebuildDataContext should work

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@stiff crater

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On the stock kerbal K2

stiff crater
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Niiice

upbeat hare
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There is also the issue of the timer not ticking down for this though

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So it seems to be an issue of all crafts not created from the OAB while the mod was installed

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And this is also wrong

stiff crater
upbeat hare
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And make sure to wipe whatever cached stuff

stiff crater
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No more null data bugs!

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(Many other bugs in my code tho)

stiff crater
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Hmmm we might have broken some stuff

upbeat hare
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The fuck

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I'll do some more debugging in a minute

stiff crater
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My KSC is not happy

upbeat hare
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How in the name of all that is unholy

stiff crater
upbeat hare
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I uhh ... okay ... what

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Okay I think I know how I might fix this though

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Maybe I don't add some stuff in the OAB like I have been

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And only in flight

upbeat hare
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Best I can tell, this bug existed before this fix :/

upbeat hare
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Probably an issue with not adding modules to already in flight craft

stiff crater
# upbeat hare And this is also wrong

Okay seems like the ComponentModule of the module is null, that must be the cause of the issue (and the reason why LS wasn't ticking, the resource consumption happens in the ComponentModule)

upbeat hare
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Well of course it isn't just made out of nowhere

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Ahh so its synced in the InstantiateViewObjec function

stiff crater
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(all this module shenanigans look annoying, I wonder if Module Manager in KSP1 needed those kind of fixes)

upbeat hare
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I have to find the proper place to hook into the sim object

upbeat hare
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Alright is it time to delve 3 layers deep into hell?

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I think it is

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Maybe even 4

digital cloud
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Don't forget your boots and gloves!

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Fire-proof skivvies may be in order too...

upbeat hare
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Dont worry im an expert in diving into hell by now

stiff crater
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Next we need a mod that revamps the async asset loading system, just to really get to know the deepest darkest parts of hell klueless

upbeat hare
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IG should just hire me to make these tools, it'd be a lot easier

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Alright, I need to make an updated estimate

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5 layers

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But I think I found the code I want to hook

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It was somewhere slightly different ... but I think I have a course of action

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Also @stiff crater kerbals are prefabs lol

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Hell if I do this magic correctly, I might be able to fix other bugs

stiff crater
upbeat hare
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Just means we have to hook adding components a different way

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[HarmonyPrefix]
    [HarmonyPatch(typeof(PartComponent), nameof(PartComponent.MergePartModuleData))]
    internal static void SetDefinition(object definitionData)
    {
        if (definitionData is PartDefinition partDefinition)
        {
            var name = partDefinition.Properties.partName;
            var def = GameManager.Instance.Game.Parts.Get(name);
            for (var i = partDefinition.Modules.Count - 1; i >= 0; i--)
            {
                if (def.data.serializedPartModules.All(x => x.Name != partDefinition.Modules[i].Name))
                {
                    partDefinition.Modules.RemoveAt(i);
                }
            }

            foreach (var mod in def.data.serializedPartModules)
            {
                if (partDefinition.Modules.All(x => x.Name != mod.Name))
                {
                    partDefinition.Modules.Add(mod);
                }
            }
        }
    }

Anyways heres hoping this works

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But wait, I may be better off yet completely hooking something

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Not yet thouhg

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Cuz if I can find where that data is set lol

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I can just modify it there once

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and have magic occur

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Nope, in fact stuff was more broken after that "fix"

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The fuck

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Ahhh I was being an idiot

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Ayooooo

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Thats a stock vehicle spawned on the launchpad from the KSC

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Getting this still from the EVA kerbal

stiff crater
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If both the ComponentModule & ModuleData are correctly initialized, this should be a bug on my end

upbeat hare
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No I think its one on my end

upbeat hare
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Added to an existing vessel

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The last one is going to have to be the kerbal

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Alright, I see both ComponentModule and ModuleData being initialized

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So it might be on your end

stiff crater
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I'll have a look, thanks for all your work on this issue!

upbeat hare
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I also pushed all the stuff I just did

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Damn that person who made the hooks for campaign loading in spacewarp however long ago, their work came in handy

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(I use that to update already extant vessels)

stiff crater
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But all in all I think PM is nearing a decent state for a first release!

stiff crater
upbeat hare
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I'm not sure if that was fixed I did not test

stiff crater
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Alr I'll test it rq

upbeat hare
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Did you encounter any issues?

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This is something I think may be caused by PM but I'm not sure

stiff crater
upbeat hare
stiff crater
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Hmm I have an issue with LS resources not ticking when loading a save that predates mod install, I'll check what is going on rq

upbeat hare
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Odd, I'm not having that issue

stiff crater
upbeat hare
stiff crater
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As far as I can see yeah

stiff crater
desert stirrup
upbeat hare
desert stirrup
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(good to know it's not caused by HUMANS. Offtopic, sorry)

upbeat hare
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Might just be a base game bug

desert stirrup
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But it's not caused by PM, CR and KLSS as I don't have them in my dev install and it still happens, so yeah, game bug

stiff crater
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(was still doing some loading in-flight save -> return to menu without saving -> loading other in-flight save)

upbeat hare
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I dont understand, I dont touch those functuons

stiff crater
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Might be some other mod doing some weird stuff, but the only one I opened was the Message watcher one

desert stirrup
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ShowKSP2Events? It doesn't touch those as well. Game bug probably?

upbeat hare
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Would have to reproduce in stock

upbeat hare
stiff crater
upbeat hare
north mist
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one solution I can think of is to just keep checking whether Game.GlobalGameState.GetGameState().GameState == GameState.MainMenu in an Update method, but that's obviously not ideal

stiff crater
upbeat hare
stiff crater
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It indeed works way better with PersistentSubscribe<> x)

upbeat hare
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We should set up a gh action to auto build patch manager

maiden wraith
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any significant changes to PM?

stiff crater
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It works now! (Module & recipe patching had some issues)

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No celestial body stuff yet tho

upbeat hare
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Oh yeah I figured out how to add modules to already existing vessels in a save

upbeat hare
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If munix concurs, we should release this once 0.1.5 comes out

north mist
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yep, it's high time, now that people are actually using this to make mods!

digital cloud
upbeat hare
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Should it be named 0.2.0 or 1.0.0?

desert stirrup
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1.0.0

north mist
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1.0.0 to me kinda evokes it being a feature-finished thing (which will get extra features later)

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which I don't think I would consider it to be

desert stirrup
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I consider 1.0.0 to be the first publicly available version, not in beta, but fully functional. Not necessarily feature complete.

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But both approaches are valid.

upbeat hare
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1.0.0 also means we cant change api

north mist
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yeah, that's another thing

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we use semantic versioning, unlike RSS or software like Chrome

upbeat hare
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So yeah, once space warp is updated, I am pushing this out :3

upbeat hare
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Anyways ... I need to update PM then likely need to wait for a klss update from @stiff crater to test with and push this out

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Alright, PM has been updated and I tested with my crew cap patch on a save without the mod

upbeat hare
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@north mist thoughts?

north mist
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nice!

upbeat hare
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having a generic UITK element there for stuff is nice

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Anyways going to add a configuration option and that should be it

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Or rather a way for modules to bind their own configurations

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Added a config option to always invalidate the cache as well

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And here's what that details pain looks like with an invalidated cache

north mist
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very useful, cool!

upbeat hare
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(if you could add to the cache a summary of all the patches and such that would be useful)

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Honestly I'd prefer a summary of patches and new asset creations per label

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Is that something that is doable munix?

north mist
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it should be I guess?

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I'll look into it after I fix UitkForKsp2

upbeat hare
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Its not critical

upbeat hare
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@digital cloud try setting PM to always rebuild cache

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tis in the latest build as a setting

digital cloud
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Dumb question. I think my local copy is fully synced with the dev branch, but when I build for deploy it does not put it in the game folder and I also don't get it here

upbeat hare
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I honestly never use deploy

digital cloud
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What's your process?

north mist
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that's weird, I'll need to take a look at that

upbeat hare
digital cloud
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Not even a Dubug folder made

upbeat hare
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Oddd

digital cloud
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The stuff in build\ob and build\bin is all from 9/30

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Not that's not right. Only the parent folders are that old. There's this buried deep inside it

upbeat hare
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Waiitt

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I know

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We are likely copying from netstandard2.0

digital cloud
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Doh!

upbeat hare
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@north mist does this make sense?

digital cloud
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Hell yes it does

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Those files are a match for what I've got installed in the game

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No, the names are diff

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The times are the same

upbeat hare
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Gimme a minute

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I need to do some chores

digital cloud
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Me too... And Off I go!

north mist
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it's not hardcoded anywhere afaik

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it's all MSBuild variables

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so it should update accordingly

upbeat hare
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@digital cloud I just ran deploy on the latest dev branch ... and it worked perfectly fine creating a folder in the deploy directory

north mist
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yeah I was just about to say, I tested it right now and it did everything correctly

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with DeployAndRun

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though it doesn't actually seem to work in-game, there were some exceptions

upbeat hare
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I thought I fixed that

north mist
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I did fetch and pull before

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so I'm sure I have the latest version

upbeat hare
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Thats the line that error references though

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Are you on main or dev?

north mist
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dev

upbeat hare
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Yeah thate rror makes no sense

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Like legit that error shouldn't be happening

north mist
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this was on a clean install where PM had never been installed before, either

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wait wtf

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now I deleted it, rebuilt

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and it works

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ok I'm not even gonna question it

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lol

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should it be showing patched labels even though I have 0 patches?

upbeat hare
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0 patches

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but it did have creations

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wait you odn't have CR

north mist
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yeah I don't

upbeat hare
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patched labels is more gonna be meant for a breakdown

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but I want that info in the cache

north mist
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interesting

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yeah my cache is currently completely empty

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no inventory file or nothing

upbeat hare
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Might want to deal with this error if it crops up

upbeat hare
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you don't have any patches

north mist
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yeah yeah

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I meant more so for the "parts_data" and "resources" labels

upbeat hare
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Actually wait I have an idea of how to deal with that error

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Yeah, the cache shouldn't be built if nothing changred

north mist
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huh the Community Resources solution has no configurations

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so I can't build it from Rider

stiff crater
upbeat hare
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It has some for me

north mist
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it definitely should

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weird

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I had a very old version of the repo open in Rider and just did a pull

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but when I closed and reopened it, they now appeared

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ah yeah

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so now I'm on the same error as schlosrat

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[Info   :Patch Manager] Loading patchers from C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins\CommunityResources
[Error  :Patch Manager] error parsing C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins:base_fuels.patch - 1:7: mismatched input '<EOF>' expecting {'@use', '@function', '@if', '@mixin', '@require', '@require-not', '@stage', '@define-stage', '@patch', '@new', '(', '+', '*', '~', NAME, CLASS, VARIABLE, RULESET, ENSURE, ELEMENT}
[Error  :Patch Manager] Could not run patch: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins:base_fuels.patch due to: parser errors detected
[Error  :Patch Manager] Could not run patch: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins:life_support.patch due to: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins\CommunityResources\patches\life_support.patch:39:14: Numbers must be parsable as a double precision floating point number
[Error  :Patch Manager] Could not run patch: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins:recipes.patch due to: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins\CommunityResources\patches\recipes.patch:10:28: Numbers must be parsable as a double precision floating point number
upbeat hare
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Waht is that file name

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why is it doing that

north mist
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LOL

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ok that explains it

upbeat hare
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Yeah that will break it

north mist
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I'm assuming a regular /* */ CSS comment will work?

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yep it does

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let me change that

upbeat hare
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The parser skips over comments

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so its expecting there to be something in the file

north mist
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it works with the /**/ comment though

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// isn't a valid CSS comment

upbeat hare
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wtf antlr

desert stirrup
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life_support.patch has plently of single comments //

north mist
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ah ok

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then that's definitely weird

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[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PatchManager.Parts.Patchers.UpdateSavedVesselPartDefinitions.DoAction (System.Action resolve, System.Action`1[T] reject) (at C:/Games/KSP Stuff/KSP 2 Modding/Mods/PatchManager/src/PatchManager.Parts/Patchers/UpdateSavedVesselPartDefinitions.cs:18)
KSP.Game.Flow.FlowAction.Do (System.Action`1[T] resolve, System.Action`2[T1,T2] reject) (at <483cd9805b7642b5be13e081b9a5d1b4>:0)
(wrapper dynamic-method) KSP.Game.Flow.SequentialFlow.DMD<KSP.Game.Flow.SequentialFlow::NextFlowAction>(KSP.Game.Flow.SequentialFlow)
KSP.Game.Flow.SequentialFlow.Update () (at <483cd9805b7642b5be13e081b9a5d1b4>:0)
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campaign loading stuck on this

upbeat hare
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Did they change something again

north mist
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probably

upbeat hare
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Ahh wtf

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That error makes sense'nt

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can you show the full log

north mist
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but there isn't much else in there

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either _loadGameData or SavedGame is null

upbeat hare
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Or vessels

north mist
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or

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yeah

upbeat hare
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Hmm, was that in campaign creation or campaign load

north mist
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campaign creation

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I deleted the old one to start fresh

upbeat hare
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Ohh

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Okay maybe the default one has a null vessels field and I didn't know

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Gonna do some debug logging

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The odd part is I'm not getting the same errors you are from CR I don't think

north mist
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I just deleted the base fuels file for now

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but yeah that always pops up

upbeat hare
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No I am

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And of course the error is preventing PM from doing its job

north mist
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huh? do debug logs from flow actions not show up?

upbeat hare
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Use the logging class

north mist
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and now I'm also getting this

[Info   :Patch Manager] Loading patchers from C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins\CommunityResources
[Error  :Patch Manager] Could not run patch: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins:life_support.patch due to: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins\CommunityResources\patches\life_support.patch:39:14: Numbers must be parsable as a double precision floating point number
[Error  :Patch Manager] Could not run patch: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins:recipes.patch due to: C:\Games\KSP Instances\KSP 2 Debug\BepInEx\plugins\CommunityResources\patches\recipes.patch:10:28: Numbers must be parsable as a double precision floating point number
upbeat hare
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Show those lines

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I'm having a thing where PM thinks its inventory is always correct

north mist
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ahhhh

upbeat hare
north mist
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buh

upbeat hare
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I broke stuff trying to add an always invalidate option lol

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Fixing now

north mist
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costPerUnit: 0.8;

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this line throws the error that Numbers must be parsable as a double precision floating point number

upbeat hare
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That is obviously incorrect

north mist
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the number or the error?

upbeat hare
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The error

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That makes no sense

north mist
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yeah...

upbeat hare
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Its vessels thats null

north mist
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apparently doubles are now broken

upbeat hare
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simple enough to fix

digital cloud
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Hey, I'm having an issue here. I think my local copy is synced with the dev branch, but when I do a Debug or Deploy I get bupkis

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On my GitHib fork it shows this

upbeat hare
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I just pushed some more stuff fixing some of my issues

digital cloud
north mist
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so I don't know if it's any use

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but building works fine for me

digital cloud
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Yeah, but still, I'm either not getting anything to build here, or not understanding what it's doing and where to get what it builds

north mist
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what are those extra 7 commits?

digital cloud
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There are 7 commits, but in total only 1 file changed and the change should not be an issue

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I think...

north mist
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yeah it shouldn't

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try deleting the build and dist folders, do a nuget restore, and rebuild

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though Cheese did just push another update to the dev branch a couple of minutes ago

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so you might also want to pull that in

upbeat hare
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I don't think its fixing that error that you encountered though munix...

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I added this to the top of that function but I still can't load into a new game

north mist
upbeat hare
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Back when I only had half a shield

north mist
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lol

digital cloud
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OK I re-synced and picked up whatever Cheese did.

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Remind me, what do I need to do to do a nuget restore?

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That's a command line thing, right?

north mist
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there definitely is a UI thing for it in VS

digital cloud
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even better!

north mist
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I just don't know where, I don't use that steaming load of garbage

upbeat hare
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OHH

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I'm a dumbass

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I know what I broke

digital cloud
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I like this steaming load of garbage! It's way cheaper that that hunk of junk you're flying

upbeat hare
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I never called resolve

digital cloud
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And it works just fine for me!

north mist
digital cloud
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LOL!

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Long gone are my days of that

upbeat hare
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I mean, just become a long time contributor on a project and maybe we can convince jetbrains to give it to you

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Hmm adding a call to resolve did not wokr

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I pushed my stuff

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I need to go grab lunch

north mist
upbeat hare
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I'll do more bug fixing after lunch

north mist
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that fixed the campaign loading bug after creation for me

digital cloud
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Piece of cake!

digital cloud
# north mist .

Yeah I did that. And then I re-did the sync, and then did a pull down to my local machine, then a Deploy.

north mist
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well if it compiled without errors, then the restore worked

digital cloud
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And now I've got an new build folder, but not a dist

north mist
digital cloud
north mist
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can you try to Rebuild?

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not build

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though that probably won't help

digital cloud
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Done, and you're right

north mist
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ok let me try to clone your repo

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I cloned the repo, opened it in VS, tried a Debug build, and it created the dist/Debug folder like it should

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so I would suggest just completely deleting your local version and cloning it again

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no clue how else to help

digital cloud
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Will do.

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That worked.

north mist
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good to hear

digital cloud
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I probably have something goofed up in CR

north mist
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you don't

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#1115274490490929172 message

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it's another PM bug

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which causes the CR patches not to load

digital cloud
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The above errors occured when I placed a lithium tank on my contraption. Placing an lithium engine gives rise to a total freakout

north mist
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yeah, that's probably to be expected if the resources don't exist

digital cloud
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Seems reasonable

north mist
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hopefully we'll be able to fix this today to get everything ready for tomorrow

digital cloud
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No worries. I'm going to go work on making a simple methylox engine - the kind without a plume apparently 😉

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Changing it over to be an OP engine will be a no brainer once you guys have this working.

upbeat hare
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I dont know whats causing doubles to stop working suddenly

north mist
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yeah that's really weird

upbeat hare
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I bet its the 2.0 to 2.1 change for some reason

north mist
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like why would double.TryParse fail on these

upbeat hare
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:/

north mist
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does it happen for you too?

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because

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localization

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I have Czech, and we use decimal comma, not dot

upbeat hare
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Not when I last checked

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Wait

north mist
upbeat hare
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That should be an easy fix then?

north mist
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we probably need to add the culture info

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yeah

upbeat hare
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Invariant culture

north mist
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yep that fixed it

upbeat hare
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Wow

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I hate localization

north mist
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so theoretically this isn't the bug @digital cloud has been encountering

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since he's probably using US settings in Windows

upbeat hare
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He was encountering the base furls one

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Push it anyeays

north mist
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ah

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I'm adding it to all .TryParse calls in the code, just to make sure

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since it could affect ints as well

stiff crater
# upbeat hare I hate localization

I had a friend at a previous internship that spent multiple days going mad at an incomprehensible bug in Java that was actually just a localization issue due to a mismatch between his computer & the servers

north mist
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yeah these are the absolute worst

upbeat hare
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Did this restaurant just start playing never gonna give you up

north mist
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lmao

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rickrolled while eating

upbeat hare
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I normally dont pay attention to the music

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But when its a rickroll

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Why are there even languages that use a comma as the radix point

north mist
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no clue

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our number format is 1 000 000,000

upbeat hare
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Eww

north mist
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compared to 1,000,000.000

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though I prefer the US one, to be honest

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that's like the one thing from math/physics that I feel like the US makes more sense in

stiff crater
upbeat hare
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Thats cuz its Fr*nch

north mist
#

@digital cloud do you have the Lithium patch anywhere so I can test it with SPARK?

digital cloud
north mist
#

thanks!

digital cloud
#

Hang on, the recipies is wrong

upbeat hare
north mist
#

I think we can all agree French is weird

#

like wtf is a quatre-vingt-quatre

digital cloud
#

Try that one instead

upbeat hare
#

That feels like either 100 or 64 to me

north mist
#

84

#

4*20+4

stiff crater
upbeat hare
#

And think they are objectively correct about languafe

#

While also being prescriptivist

stiff crater
#

Yep, I don't like them a bit (but we're getting off-topic)

upbeat hare
#

True

north mist
#

there we go

#

LithiumEC works!

#

but

#

it doesn't show up in flight view

stiff crater
#

On the staging?

north mist
#

in the vessel-resources window

#

and elsewhere I just see "R..."

stiff crater
#

That's normal, only "non fuel" resources (except monoprop) show up here

north mist
stiff crater
north mist
#

yep

#

but other than that, the engine is running!

#

so that's good news

#

and in the OAB it correctly shows Lithium

stiff crater
#

Nice, I'm going to test module patching as soon as I upgrade my unity project for klss

north mist
#

so, now we're basically just missing LFO and we can make engines with any fuels

#

awesome

digital cloud
#

There is one other problem, though unrelated to these. I'm messing around with the engine module parameters and it wont let me edit the animation curves like normal. Ordinarly you can Add Key, Edit Key and Delete Key. Now I can only Add Key, and editing it purely a graphical thing which is very much a holy PITA.

#

This has nothing to do with PM - sorry off topic

#

Wait, I can delete keys by selecting them and pressing delete...

#

And I can edit them by selecting and pressing enter!

#

Not a perfect world, but perfectly serviceable

#

You may now go on about your normal PM shenanigans. Carry on.

#

Oh.. Wait... Should the localization stuff for fuels and categories go into CR instead of in my engine mod? Does it matter?

north mist
#

yeah it definitely should

#

since that's where they're defined

upbeat hare
#

If the fuels themselves are in cr then their localization should

north mist
#

other mods might use the resources and not everyone may have your mod installed

digital cloud
#

Excellent point!

#

Help yourself!

upbeat hare
#

And most resources mods use should go into community resources

digital cloud
#

You only need a wee bit

upbeat hare
#

As we dont want them to be doubly defined

digital cloud
#

Agree!

#

Mind the Lithium. Do not allow it to come into contact with Perspiration whatever you do. Optimism should be OK.

north mist
#

do we want perspiration and optimism in the community resources? it would make more sense to me to split them into a separate mod for the purposes of the workshop

upbeat hare
#

And also having too many resources defined wont cause issues

#

Hmm maybe

#

I mean the separate mod would just be a swinfo, and 2 patch files

digital cloud
north mist
#

ideally they'd be in the inidivual modders' plugin_template patches

digital cloud
#

My bad, those were from SPARK, these are from CR

north mist
#

so they also see how to create custom resources

upbeat hare
#

Yeah but when people actually publish the mods if they do

north mist
#

hm

#

do we have that "create if not exists" thing in PM yet?

upbeat hare
#

For modules

#

Not on assets

north mist
#

ah

upbeat hare
#

But hmm I could just do a check

#

Ideally though, if 2 assets collide it should be an error

#

It feels like a bandaid to have each mod create an asset if it does not exist

north mist
#

yeah, I mean we can also just create a mod with just swinfo.json and these two resource definitions and localizations

#

and have people download the zip for the workshop

#

I guess that's the best compromise

stiff crater
#

Would creating new fuels / recipes not be in the scope of the workshop tbh @digital cloud ?

digital cloud
#

If the mods are working, then definitely yes. I've promissed as much

north mist
#

oh btw @digital cloud before I commit the lithium/argon stuff to Community Resources, do you want to add an ArgonEC recipe?

#

since there currently isn't one

digital cloud
#

We'll talk about using OP for fuel

#

The ArgonEC reciepie is the same as LithiumEC whcih is the same as XenonEC, except that it calls for Argon.

#

It's 1:1 with the actual control set as an override in the engine

north mist
#

alrighty

digital cloud
#

Please do add it!

north mist
#

oh and one more thing

digital cloud
#

Yes sir?

north mist
#

there's Resources/DisplayName/Hydrolox, Resources/Abbreviation/HO, and the same for XE, but those localizations aren't in the file

#

I'm assuming I should add those, too

digital cloud
#

Are those not in there?

north mist
digital cloud
#

Or do you mean OP?

north mist
#

not in the files you sent

digital cloud
#

I think I might have stepped on them when I was messing with PM and CR earlier

#

I'll get those to you ASAP

north mist
#

thank you!

#

there are localizations for the individual resources, but not for the combined recipes

digital cloud
#

Not sure if you need localization for the recipies. Those don't get displayed to players do they?

#

We need definitions for them, certainly

#

But localizations?

north mist
#

I don't know, tbh

#

but it's a bit strange that the localization keys for them are used in the patches, but never defined anywhere

digital cloud
#

Those are from my earlier effor in 0.1.4.1

#

I think they're correct, and they apply to CR/patches

upbeat hare
#

I need to fix that hydrolox recipy

north mist
#

but what I'm saying is

#

you have for example

    displayNameKey: "Resources/DisplayName/ArgonEC";
    abbreviationKey: "Resource/Abbreviation/AE";
#

aka it's using those two localization keys

#

but the localizations aren't defined anywhere

#

even if they aren't currently displayed in the UI, I think we should still provide them, to not leave any loose ends

digital cloud
#

Hows this?

north mist
#

if you look at that, there's no "Resources/DisplayName/ArgonEC"

#

etc

#

maybe I'm just being pedantic, but I think that if we use the keys, we should also define them

digital cloud
#

Working on it.

stiff crater
# digital cloud

So we'll put OP in CR or in a separate mod? (I don't feel they fit CR)

north mist
#

yeah, I'd do a separate mod

#

just for the purposes of the workshop

digital cloud
#

We can split out the OP stuff if you like.

#

But I think thik sets things correctly. Note I made a small change to the recipie name to conform to the others

north mist
#

thank you! I'll just do a minor correction to it

digital cloud
#

As they are case sensitive

north mist
#

since the recipes are plural Resources

digital cloud
#

Of course!

upbeat hare
#

I am so glad we got this all working today

digital cloud
north mist
#

yeah

#

but no problem

digital cloud
#

I think that should remain sigula

#

Like XenonEC is just a "resource"

north mist
#

I mean it would make sense to have singular resources as singular, and multiple as plural

#

but I think @stiff crater made those

#

what do you think?

digital cloud
#

like in this? Resource/DisplayName/ArgonEC,Text,,ArgonEC

stiff crater
#

iirc I just copied how it was done for stock stuff

digital cloud
#

Isn't Resource a particular thing we're affecting and to change it would make it not work?

north mist
#

no, it could be "MyFunnyResource/MyDisplayName/Hahaha" for all it cares

#

it's just a key

#

at least I think in this case, since you have to provide the key in the patch

digital cloud
#

{
"name": "XenonEC",
"displayNameKey": "Resource/DisplayName/Xenon",
"abbreviationKey": "Resource/Abbreviation/Xe",
"resourceIconAssetAddress": "",
"ingredients":

#

That's how the game handles one

north mist
#

it just has to be whatever you put here

north mist
#

but I'm pretty sure for Methalox it will be different

#

can you check that?

digital cloud
#

Nope

#

"recipeData":
{
"name": "Methalox",
"displayNameKey": "Resource/DisplayName/Methalox",
"abbreviationKey": "Resource/Abbreviation/MO",
"resourceIconAssetAddress": "",
"ingredients":

north mist
#

good to know

#

I'll update the patch then

#

and for LithiumEC and ArgonEC I'll simply use Lithium and Argon

#

to follow the scheme used for Xenon

digital cloud
#

I think those should be LE and AE, and the game is wrong with Xe where it should be XE

#

MethylOx is MO

#

So first initials all caps

north mist
#

I mean, you would call an engine runing on methane and oxygen a "methalox" engine (never seen anyone refer to it with capital O), but for an engine using xenon and electricity you wouldn't call it a "xenonEc" engine, you would just call it a "xenon engine"

#

since electricity is not a fuel

#

in real life

#

at least that's my thinking, and I'm assuming the devs' as well

upbeat hare
#

I should make an electric engine

digital cloud
#

Well, the devs used MO for one and Xe for the other, so they were inconsistent

digital cloud
north mist
#

I mean that's what I'm saying

upbeat hare
#

Cuz Xe stands for Xenon

north mist
#

they name all the propellants used

digital cloud
#

Also aabout 1000x OP

north mist
#

and electricity is not a propellant

upbeat hare
#

its the periodic table name of Xenon

north mist
#

so Xenon and Methalox

#

are the two fuel mixtures

#

that these engines run on

#

realistically

#

electricity is just required to run the xenon engine but it's not a fuel or oxidizer or anything of that sort

digital cloud
#

I think we're mixing up the Name property and the abbreviationKey.

#

With the later they did use MO

#

Although they also used Xe...

upbeat hare
#

Well I'm saying MO is because Methane Oxygen
Xe is because Xenon

north mist
#

yeah

#

that's what I mean

#

electricity is not a propellant and therefore shouldn't be in the name

digital cloud
#

So then for OptiPersp it's OP, but for Lithium and Argon it's just Lithum and Argon

north mist
#

yep

digital cloud
#

I can live with that as the display name, but they still need to be LithiumEC and ArgonEC for configuring engines

north mist
#

I'm just trying to think of it in terms of real life nomenclature, and not the fact that the game treats electricity as a fuel

north mist
digital cloud
#

Then we're good!

upbeat hare
#

And the abbreviations for Lithium and Argon should be Li and Ar

digital cloud
#

Yep, to follow Xe

north mist
#

alright then, so I'll make these changes and push them to dev

digital cloud
#

Thanks!

north mist
#

@stiff crater any specific way I should translate "Hydrolox" into French? or is that good as is?

north mist
#

thanks!

#

one more annoying question

#

this is in the base_fuels.patch file

#

so is the abbreviation XE or Xe?

#

oh and Resource/DisplayName/Xenon is "Xenon Gas"

#

so should it be "Lithium Gas" and "Argon Gas"?

stiff crater
#

I think schlosrat's Lithium is stored as a solid iirc

north mist
#

yeah that definitely makes sense

#

but argon I'm assuming is gaseous?

stiff crater
#

Most likely ( @digital cloud just in case)

north mist
#

from this it would appear that yes, only Lithium is stored as a solid for ion propulsion

digital cloud
north mist
#

so, "Gaz Argon" in French? @stiff crater

digital cloud
#

Argon is a gas though

stiff crater
digital cloud
north mist
#

oh god

digital cloud
#

I've not made any yet, and there used to be ones that burned Bismuth I think

north mist
#

I mean I meant specifically out of xenon, argon and lithium 😆

#

but good to know

#

lmao

digital cloud
#

Or was it berylium?

#

In spheres?

#

I dunno

#

But electric engines can be weird!

north mist
#

apparently the game doesn't translate it at all

#

lol

digital cloud
#

Hmmm....

stiff crater
#

lmao, I'd just put "Argon" in CR

#

adding gas sounds weird in french

north mist
#

or I'll just follow their example and use the english term there

stiff crater
#

Or, if you want to keep it "Argon Gazeux"

digital cloud
#

It may be I do have the first KSP2 parts mod if Kesa requires LFO!

#

Hmm.. need to update the dependency on SW...

desert stirrup
#

patch filename can begin with an underscore, right? _gasses.patch

north mist
#

those should be reserved for libraries, I'm pretty sure

desert stirrup
#

oh right

#

nevermind then

upbeat hare
#

Patches in those will not be run

stiff crater
#

Module patches seem to be working without any issue

upbeat hare
#

good to know

#

im done for the day

#

need to relax

stiff crater
#

For reference: #1145349899777478759 message (I tried looking at the parsing code but I don't see how a 0 can appear)

north mist
#

I'll take a quick look at this first

upbeat hare
#

Thank you

north mist
#

oh and btw Cheese

#

this is probably something wrong with logging

#

since all the pods have correct units in game

#

but in the logs it always says 0

upbeat hare
#

Nah thats correct

#

Its showing the default state

#

Before the fields are actually set

north mist
#

ahh ok

#

nevermind then!

#

it was just confusing me a little

upbeat hare
#

@north mist now errors are more accurate

#

it doesn't give the weird directory for the name, but rather the mod id

north mist
#

that's always nice

upbeat hare
#

Gonna test one final thing and push this

#

Maybe even release it after I get rid of some logs

#

Test complete

#

pushing now

#

@north mist should I release PM onto CKAN in its current state?

#

and spacedock

north mist
#

I think so

upbeat hare
#

and all that jazz?

#

Alright

north mist
#

to get it ready for the workshop

#

I'm glad at least something is working

upbeat hare
#

Patch manager is now on CKAN after I got its netkan working

#

I'll write the forum post tomorrow

#

Also munix I added you as an author on space dock

stiff crater
#

What was the status of the syntax highlighting & LSP?

north mist
#

I don't think @frail star finished that

frail star
#

oh yeah

#

lol i’ve completely forgotten about it

#

i have everything working except auto complete

north mist
#

that sounds good enough for a first release

frail star
#

ye

north mist
#

at least the highlighting would be nice

frail star
#

eh what the hell i don’t need sleep

upbeat hare
#

Could you put its source on github too

frail star
#

it’s on my git, but it’s open

#

there’s a reason why i moved to another git server, and that would defeat the whole point

#

hey could someone try it quickly

#

i have a builtin version already... i dont remember if it works

#

also i assume you guys have much more updated grammar

#

so im gonna update the grammar files

north mist
#

probably not much more, but there may be some additions

upbeat hare
#

I'll try it in a minute

#

How does this handle built in libraries and the like

north mist
#

I know this is slightly late to mention that, but perhaps we should use a different extension than .patch

#

since most editors will assume those are Git patch files

frail star
#

its just syntax checking and highlighting

#

so 0

frail star
north mist
#

I mean, all Git patch files I generate with PhpStorm are always .patch

frail star
#

interesting 🤔

north mist
#

and VS Code recognizes them as Git files

frail star
#

actually i dont think the extension matters of the git patch files

#

yeah wait im dumb, it doesnt matter

#

ive always seen them as .diff, but i digress

upbeat hare
#

its kind of barebones

frail star
#

yeah i should actually work on the syntax highlighting

#

i just have the engine working

#

i have basically 0 time now a days, so you guys can work on it

upbeat hare
#

Can you link the source then?

frail star
#

sec making the release rn

#

made the release also

#

ok sleep

#

its like 5am

upbeat hare
#

Sinon what am I supposed to do with this

frail star
#

whatever you want….

upbeat hare
#

todo: fix libraries

stiff crater
#

libraries broken?

upbeat hare
#

if you use one from another mod

north mist
#

yep, during the workshop I was scrambling to write a patch for OptiPersp, and adding

@use 'CommunityResources:flowmodes';
@use 'CommunityResources:transfermodes';

didn't work

#

currently it only works within the same mod

digital cloud
#

Huh. I hadn't run into this. Does it mean that the lithium ingots in one tank can't be easily transfered to another? How perfectly realistic!

#

Now, Argon on the other hand... There ought to be a way to get that stuff flowing form one container to another.

upbeat hare
#

thatsnot what this bug is

north mist
#

it only means that if one mod defines some variables or functions in its Patch Manager library, they can't be used from other mods

digital cloud
#

Ahh!

digital cloud
#

Is this normal?

[Error : Unity Log] [Serialization] Unexpected character encountered while parsing value: . Path '', line 0, position 0.
[Error : Unity Log] SpaceWarp.VersionChecking: Unable to check version for PatchManager due to error System.NullReferenceException: Object reference not set to an instance of an object

north mist
#

I've also noticed it

#

and it makes no sense to me

#

and in that, the version is also set correctly

upbeat hare
#

What the fuck I thought we stopped type load exceptions from throwing errors

#

Is it because we do the Preload from start instead of onpreinit

#

no it can't be

stiff crater
#

FYI the custom resource units do not seem to apply to OAB tooltips

upbeat hare
#

This is a community resources bug

stiff crater
#

Ah I thought the custom resource units were defined though a patch, my bad I'll take it there

upbeat hare
#

They are, but community resources is what actually defines that ruleset

stiff crater
#

Roger that

upbeat hare
#

I guess while I wait to continue work on KSP2UT I shall debug PM

upbeat hare
#

r.e. libraries bug

#

I'll work on KSP2UT now

north mist
#

by the way, I've realized one more edge case where we need to clear cache

#

and that is if the game version changes

#

since all mods may be able to work with a minor update, but a new part might be introduced

#

it might be nice to add a manual "delete cache" button to the mod list details foldout actually? (for the next start of the game)

#

as well

#

just throwing out ideas as I'm getting them

upbeat hare
#

I suppose I should finish sinons language server later as well

frail star
#

the point was to make a platform for it 😭 . actually adding syntax highlighting and stuff is just time consuming, time i don’t have

north mist
#

I mean no one is chastising you for not completing it

frail star
#

no no i get that

#

i’m not being defensive

upbeat hare
#

I just need to figure out where I need to hook to add the highlighting

frail star
#

i guess the sob emoji might have been interpreted as that

frail star
north mist
frail star
#

you add regex cases

#

and you assign a namespace

upbeat hare
#

Ahh I thought you were doing it all from the LSP

frail star
#

the actual colors are dealt by the theme you have installed

frail star
#

yaml just let’s everything be a lot more readable

upbeat hare
#

Aight

#

And then I can see about adding actual language server stuff like jumping to definitions and the like

frail star
#

sounds good

#

ill help with that when i get a chance

#

absolutely swamped with current project

upbeat hare
#

What project is that

frail star
#

well ive got two rn, a bigger one and a smaller one.
big one is some machine learning stuff for a research paper im writing
small one is a c compiler im writing because idk

#

ive spent like 30 hours in the past 3 days 💀 on the first one

north mist
#

I kept getting annoyed by this error

#
[Error  : Unity Log] [Serialization] Unexpected character encountered while parsing value: . Path '', line 0, position 0.
[Error  : Unity Log] SpaceWarp.VersionChecking: Unable to check version for PatchManager due to error System.NullReferenceException: Object reference not set to an instance of an object
  at SpaceWarp.Modules.VersionChecking.CheckJsonVersion (System.String guid, System.String version, System.String json, System.Boolean& unsupported, SpaceWarp.API.Mods.JSON.SupportedVersionsInfo& checkVersions) [0x0000f] in <f56332410c244eaba6e3918a99ad21a2>:0
  at SpaceWarp.Modules.VersionChecking+<CheckVersion>d__12.MoveNext () [0x00126] in <f56332410c244eaba6e3918a99ad21a2>:0
#

not knowing what's wrong

#

Patch Manager's swinfo.json is using UTF-8 with BOM

#

that's the '.' SW can't read

upbeat hare
#

Pain

north mist
#

let me quickly push a fixed one

#

to see if it helps

#

that should hopefully fix the online version check

#

with no need to update the mod

#

just need a review on it

#

hurray

#

no more version checking error

#

lmao

#

that was an easy fix

#

don't know why I haven't though of the BOM bullshit earlier

#

it's interesting that SW deals with it fine when it comes to the local swinfo

#

but not the remote one

upbeat hare
#

I have no clue

upbeat hare
#

@frail star do I have to make an account on your git server if I want to contribute

frail star
#

oh yeah sure

#

i need to figure out how to upload the extension to the registry

#

not that its in a useable state, just for future knowledge

#

oh its really easy lol

upbeat hare
#

Also @frail star how do I convert the yaml into json when I want to test?

#

Ah I see it

frail star
#

👍

upbeat hare
#

@frail star how do I test this?

frail star
#

🤣 thats an interesting subject

#

so

#

assuming you have the launch.json that you need:

// A launch configuration that compiles the extension and then opens it inside a new window
{
    "version": "0.2.0",
    "configurations": [
        {
            "name": "Attach",
            "port": 6009,
            "request": "attach",
            "skipFiles": [
                "<node_internals>/**"
            ],
            "type": "node",
        },
        {
            "type": "extensionHost",
            "request": "launch",
            "name": "Launch Client",
            "runtimeExecutable": "${execPath}",
            "args": ["--extensionDevelopmentPath=${workspaceRoot}"],
            "outFiles": ["${workspaceRoot}/client/out/**/*.js"],
            "preLaunchTask": {
                "type": "npm",
                "script": "watch"
            }
        },
        {
            "name": "Language Server E2E Test",
            "type": "extensionHost",
            "request": "launch",
            "runtimeExecutable": "${execPath}",
            "args": [
                "--extensionDevelopmentPath=${workspaceRoot}",
                "--extensionTestsPath=${workspaceRoot}/client/out/test/index",
                "${workspaceRoot}/client/testFixture"
            ],
            "outFiles": ["${workspaceRoot}/client/out/test/**/*.js"]
        }
    ],
    "compounds": [
        {
            "name": "Compound",
            "configurations": ["Launch Client", "Attach"],
            "stopAll": true
        },
    ]
}

#

you need to "launch cllient"

#

compound is for debugging with console output

#

tbh i dont remember if it works... i was having some issues

#

after you press it, itll open up a developer vscode window

#

which has your plugin running

#

to not close and reopen the window every 3 seconds, you can press ctrl shift + p and select "Reload Window" or whatever its called

upbeat hare
#

Hmmm, alright, maybe I'll rollback my changes and try again

#

Actually, no I didn't change much

#

I keep getting this error Sinon

#

Do I have to regenerate the grammar?

frail star
#

so

#

open the sassy_parser.js file

#

are there any errors

upbeat hare
#

Mp

#

No

frail star
#

you followed the instructions in the readme?

upbeat hare
frail star
#

.... yeah i imagine getting the command might help

upbeat hare
#

Getting the same error again

frail star
#

you ran npm install antlr4ts-cli --save-dev?

upbeat hare
#

No I meant the same error in the LS

upbeat hare
frail star
#

oh i forgot that i pushed the grammar typescript files also

#

lol

#

i could swear i gitignored them

#

um

upbeat hare
#

Can I just delete them?

#

and regenerate them

frail star
#

yeah sure

#

that error is really sus

#

that place doesnt even exist lmao

#

36:81

#

oh

#

its in the javascript files

#

minor dyslexia

north mist
frail star
#

😔

upbeat hare
#

Oh I get where the errors come from

#

I might have to rename some stuff in the grammar used for this

#

Ahh

frail star
#

no clue, the grammar is dark magic to me

upbeat hare
#

I'm getting no syntax highlighting at all while debuggin???

north mist
#

that's interesting, it did work with the pre-release vsix that Sinon sent earlier

frail star
#

i just pushed directly what i had lol

#

um

#

are you sure the .json file has stuff in it?

#

can i see it

#

also whats it called

upbeat hare
#
{
  "scopeName": "source.patch",
  "fileTypes": "patch",
  "name": "Patch",
  "patterns": [
    {
      "include": "#comment"
    },
    {
      "include": "#keywords"
    },
    {
      "include": "#values"
    },
    {
      "include": "#fragments"
    }
  ],
  "repository": {
    "comment": {
      "patterns": [
        {
          "include": "#comment_line"
        },
        {
          "include": "#comment_block"
        }
      ]
    },
    "comment_line": {
      "name": "comment.line.double-slash.patch",
      "match": "^\\/\\/.*"
    },
    "comment_block": {
      "name": "comment.block.patch",
      "begin": "\\/\\*",
      "captures": {
        "0": {
          "name": "punctuation.definition.comment.patch"
        }
      },
      "end": "\\*\\/"
    },
    "keywords": {
      "patterns": [
        {
          "include": "#keyword-base"
        }
      ]
    },
    "keyword-base": {
      "name": "keyword.control.patch",
      "match": "@[a-z0-9]+"
    },
    "values": {
      "patterns": [
        {
          "include": "#string-double"
        },
        {
          "include": "#string-single"
        }
      ]
    },
    "string-double": {
      "name": "string.quoted.double.patch",
      "begin": "\"",
      "beginCaptures": {
        "0": {
          "name": "punctuation.definition.string.begin.patch"
        }
      },
      "end": "\"",
      "endCaptures": {
        "0": {
          "name": "punctuation.definition.string.end.patch"
        }
      }
    },
    "string-single": {
      "name": "string.quoted.single.patch",
      "begin": "'",
      "beginCaptures": {
        "0": {
          "name": "punctuation.definition.string.begin.patch"
        }
      },
      "end": "'",
      "endCaptures": {
        "0": {
          "name": "punctuation.definition.string.end.patch"
        }
      }
    },
    "fragments": {
      "patterns": [
        {
          "include": "#fragment-base"
        }
      ]
    }
  }
}
frail star
#

hm thats right

#
        "grammars": [
            {
                "language": "patch",
                "scopeName": "source.patch",
                "path": "./syntaxes/patch.tmLanguage.json"
            }
        ]
#

and you have this in your package.json?

#

and the file you're trying is .patch?

upbeat hare
#

yes, and yes

frail star
#

here lemme try just cloning from scratch and see

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yeah it works perfectly

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i literally just cloned it and compiled

upbeat hare
#

Ahh

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its because I had a syntax error

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In the patch file

frail star
#

i mean... that shouldnt break the highlighting lol

upbeat hare
#

Well, it did

frail star
#

??

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ok

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lmao

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well have fun, ive gotta run to school

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prepare for the literal worst dev environemnt youve ever seen

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you touch anything, and it breaks

north mist
frail star
#

and theres no error or anything

north mist
#

that's reassuring

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lmao

frail star
#

its absolutely stupid

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this is a big reason why it took me so goddam long

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literally just guessing what could have broken it

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also a shit ton of bisects

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yeah get ready for those

upbeat hare
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No it only broke the highlighting when it opened broken

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Not otherwise

frail star
#

interesting

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no clue why

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um if you made an account on my server, i can add you as an admin on the repo

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yep doen

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knock yourself out

upbeat hare
#

Function name highlighting

frail star
#

nice

upbeat hare
#

Getting more useful yet

frail star
#

happy to see my environment being put to good use lol

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setting it all up was such a massive pain

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also i got it to publish!

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it just updated

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cool

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“free” 🤨 i can make it paid

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that’s it patcherls is becoming paywall

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30$ a month

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it’s basically as useful as rider

north mist
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you should have left it as all rights reserved then munley

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GPL is a bit useless for that

frail star
#

yeah but then cheese would have never even touched it

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i keep most of my code reserved now a days

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because it’s mine and you can’t have it klueless

frail star
north mist
#

I thought you were an OSS fan

frail star
#

where it counts sure, i feel like it’s a cool thing to partake in

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but when i spend a long time doing something i wanna keep it mine lol

frail star
#

romania 😔

upbeat hare
north mist
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wooo colors

upbeat hare
#

Could be better, but I will implement that stuff in the language server

frail star
#

nice!

upbeat hare
#

I'll commit what I have now though

frail star
#

when are we writing a lsp backend in .patch?

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self hosted?

upbeat hare
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It's not that type of language

frail star
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🗿 my attempted joke

upbeat hare
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I gitignored src/generated btw

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@frail star can I just merge the commit?

frail star
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youre admin

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maybe make a dev branch….

upbeat hare
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Too late

frail star
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ok well make a dev branch now lol

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also i’ll add workflow when i get home

upbeat hare
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There is now

frail star
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both on release and on push

upbeat hare
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Also publish the package when you get home?