#tooldev-general
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@polar island
Just wait till I have gem links and passives ๐
so far for my 3.5.0 changes post I have veiled mods (website and ctrl+c info) and map URL changes
is there any other tool related things people would like to know about?
item filter information maybe
are new master mods treated the same as old ones regardless of their source whether learned via master or learned via veiled mod?
they'll both be under the craftedMods property when unveiled, yes
since that's all they really are
so a unique with an identified veiled mod is treated like a unique with a craftedMods? interesting
yes
so can you recraft another mod on it?
I wonder if that will break anyone's code
nice try asd 
.ppt

with openarl working with you now will he be allowed to release fully working gems at the same time Bex reveals them?
that will be in the post @velvet fog
we'll be using .pngs and css animation hackery for display
do you have an internal browser support chart?
my workplace won't let me use any fun svg css stuff
QA might, we just focus on firefox / chrome /edge though
not sure what you mean by classified
in the map tab / trade website the new series will be listed as "Betrayal"
but that kind of information isn't in the item data atm anyway
inb4 'I feel betrayed for buying map tabs' jokes
Oh right Novynn this isn't quite api related but kind of is, do ongoing private leagues of delve continue on release of betrayal?
I've never seen this addressed anywhere and it'd be weird to have an outdated league
when Delve ends the private leagues will continue but they'll just return to being like Standard
ahh I see
is that uhh.. spelled out anywhere?
seems like something that is going to make a lot of people very angry
yeah it was mentioned in the announcement post
https://www.pathofexile.com/forum/view-thread/2245572 under "Private Challenge Leagues"
If the league is parented to the current challenge league and that challenge league ends, it loses its challenge league properties and becomes parented to regular Standard or Hardcore.
maybe add a tooltip in the actual http://www.pathofexile.com/private-leagues/create screen under league type when you select a temp one that's going to run past the parent duration
yeah, this seems like a huge detail to only exist in the announcement post
I agree, I've passed that feedback along

that will be in Dec 5 post?
one I'm preparing now
okay, thanks
@compact isle where to find your 3.5.0 changes post?
hasn't been posted yet, but will be in this subforum: https://www.pathofexile.com/forum/view-forum/674
oh, I see. Looking forward to it. Thanks!
@velvet fog do you think it is still useful to have the vaal skill gem api format pinned? I like to keep as few pins as possible so they're maximally useful
you can remove it and pin the upcoming one

And now I just learned about the vaal skill field D:
More things to add to the protos
Betrayal Website API changes posted: https://www.pathofexile.com/forum/view-thread/2254801
EDIT: oh some of the images for the updated maps have changed too, will work on adding them
EDIT2: okay updated
good stuff
OMG I just realized that I have 11 rips from zizaran recorded on one character because he reused the names. The display is super funky and takes like ~5 minutes to completely scroll through.

Is there a list of all the stat filters for https://www.pathofexile.com/trade/search ? i've managed to create this https://hastebin.com/cujeyexuzu.json but I guess i'll also need new ones every league
Oh cool, then I can just use that and create a new one each league
Where does PoEDB get its numbers for mod %s and tiers? i.e.: http://poedb.tw/us/mod.php?cn=Boots&an=str_armour
Did openarl ever mention if his workflow for PoB will be different now? Like dropping PoB as soon as 20/20 gem infos hit reddit?
I don't believe he has mentioned anything
I'd like to think it would happen like that but only ggg know for sure
all of thursday for build planning would be awesome 
@ashen dust game data - calcuated from spawn weight for the base case
@obtuse citrus how is that game data collected? Seems like it would take many many people / hours if done manually.
from content ggpk. if you want a public tool use PyPoE
Oh it has all that data in it?
Most of the data yes,
they removed some things
but mods are there
there is no file associociating unique items to mods, flavour text, icons etc but those components are ther
Can you track individual leagues river or is it the big one only?
Aw
Looking to get an item tracking going for group selffound and not keen on parsing the whole river
The numbers in veiledMods do not represent anything important, and may change on subsequent requests. They are simply used by the front-end to display different videos to prevent duplicates.
Do any of you provide item info APIs per league/account ๐ค ?
Looking to for example get all items in a private league
seems no, it use same stash api
I can't find ANY indexers support it
you can use official word, we will support it soon or later
so my last hope is allan
none yet
hm when is a tab hidden in the char menu (/get-stash-items)?
this thread is hilarious https://old.reddit.com/r/pathofexile/comments/a2nshh/new_info_about_apis_with_extra_info_about/
Noone on normal reddit (non poedev) has any idea what it is
Yep I thought hidden equals non public but it seems like the wrong idea
Maybe race rewards in ssf
So it seems impossible to check visibility of the stashes via this endpoint meh
But mooom
Oh question about that kinda stuff, if you wanted to gather data from like the stash API for all the items in the entire game, how big of a VPS would you need to handle all that stuff?
even if you just read the data then throw it away I assume it's still a lot
I believe ballpark figures have been talked about in the past in here, you might be able to find it with the search doohickey up top.
Back in January, someone said peak throughput of 30GiB/day, varying based on league popularity.
Total storage, "10-20T if saving everything", someone else said.
cries in german internet
oof, so it could probbaly be done on like a $20/month DO droplet, maybe
isnt there a diff between inbound and outbound traffic often times?
Not sure, but it has plenty of room, in theory you could try with an even cheaper droplet
๐ค
no idea fr my use case the traffic is just too much unfortunately
would still be cool to get a split pool depending on the league tbh
if you don't need much processing power you could get a vps from hetzner
unlimited inbound for 3 eur/mo
that's what poewatch runs on at least
got a link to the one?
eyes home unmetered 100Mbit/s connection
Might interfere with actual PoE playing ๐
actually sorry i lied
its 2.49 eur /mo
Cloud servers starting at โฌ 2.49. A little money gets you lots of cloud. Our flexible billing model and clever interface make it easy to use our cloud servers for all your IT needs.
sharpens pitchforks
๐น๐ท
yeah if i change my country to others its 2.49
DO YOU LIVE IN OTHER
gottem
only used all-inkl once which was fine but nothing special
Hopefully they're better than the 50% uptime I had back in the days ๐
i think hetzner hosts all of the known poe sites
I had a VPS tho, not a dedi.
2011, so they might have unhecked whatever I suffered from, of course.
More machines or VMs?
i mean a 4c/8t vm actually sounds decent enough
tbh I installed linux and it's a lot better than the last time I tried it
Running PoE through proton has no issues, and can launch stuff like path of building in wine with 1 click
so weird to have stuff just work on linux 
i have enough issues with my linux work machine to not want to deal with it at home
hmm, I think windows pro has better docker support though
something to do with hyper-v or something
might just get a nvme ssd and install linux with pcie passthrough tbh
If I have an old id for the API, when I request that, and follow the next_change_id through, is the data I get back historical data when that was the most recent data, or do I get something else entirely?
you always get the current data
using an old id just means you get current data that hasn't changed in a while
Perfect, Thank you! So those would be items that haven't been updated or removed from the stash? Not being removed is kinda they key, as they clearly have not sold for a long time
yes
Thank you! I appreciate clarification!
uh I forgot to keep the account online script running, online list should be updating again @polar island @chrome topaz
people have also been complaining about official /trade down, is that script also responsible for that outage?
yikes
the official trade site is supposed to be down
@polar island so if you aren't supporting private leagues when you read an item for one from the river do you just discard it?
what do you do with them then ๐ค
lmao
why is it incursion though
'The six rerolls of Zizaran'
Can you spot the rips? If yes, I'm doing my job correctly :D
https://gfycat.com/DeterminedMiniatureIndianpangolin
Which language is Lab compass built on?
I'm planning to make a similar program but for leveling
@uneven ember there u go ^^
https://github.com/yznpku/LabCompass
Nice thank you
Do you think he would mind if I based my program on his and give him credit?
If u use his code i would ask him first, if u write the code urself and just take his work as an example it should be alright
I was plannning to use the first option, but then I realized it's C++
^^
Yeah, no : P
Assembly or riot
aww rip
google is ur best friend ๐
That tool uses AHK and does not utilize the log file hmm
I'm thinking more automation and customization like selecting quests, prioritize trials and whatnot
if you're gonna build it off of labcompass, remember it uses the gpl3 license
I'm going to make it look similar (end goal), but on a different language
Probably Java or C#
@uneven ember
https://github.com/lolp1/Overlay.NET
Thanks
@polar island I wonder, can you name a league after the EICAR test string? ๐
SQL injection league when
no
as long as u just read and not write it should be alright, shouldn't it?
@polar island is it possible to have multiple woops in a single tab?
Ok, ty for the site though, poe.trade kills my potato PC when loading if PoE is open
does path of building have betrayal? if not, when will it get?
not yet, and it will get it sometime near the launch of the league, likely a bit after
the tree is updated though i think
you will get passive skill tree update tomorrow, and 20/20 gems later
ah yes that
thank you
Typically the passive tree is released with patch notes
oof, think I finally got all rare mods from path of building decodes working with the trade links
sometimes it doesn't work though, but the link I create does work on a second click
it'll just link back to https://www.pathofexile.com/trade/search/Standard/ but on a second click it works fine and goes to https://www.pathofexile.com/trade/search/Standard/ojnekwhl
๐ค is it a rate limit thing?
I think it sometimes errors when redirecting from a query string to the actual site, it changes to https://www.pathofexile.com/trade/search/Standard/ for a second then one in every 10 times it will just get stuck? hmm
hmm, http://www.pathofexile.com/api/trade/data/stats does not seems to be very useful to parse mod text from. e.g. +#% to Fire Resistance is displayed as #% to Fire Resistance in the JSON, which is missing the + sign. This might be designed intentionally, but will cause confusion in my program. Not sure if I missed anything.
@south quarry if you do find some weird behaviour that you can reproduce feel free to let me know
Anyone knows a reliable source to get a updated list of mods classified into explicit, implicit, enchant, psudo, shaper, elder, delve, etc.? Better to have further classification into different item types (boots, gloves, etc.). For me, I have two issues: (1) get the list a week or two into the league (late); (2) tried to parse them from some community websites, but the element format often changes. Tried RePOE as well, but it is hard for me to figure out how to do the classification 100% correct.
3.5.0 data
PoB not updated? 
Can't update PoB yet, at work ๐
Lul
I had just gotten off work, but I was able to prepare a bit last night.
Not that it matters too much haha
I actually did the necessary work last night, but had to wait until patch notes came out
But I can't release the update from here ๐
Same
Oh? GitHub has a draft mode
I just prepare the release in draft and then hit publish once patch notes come out
Doesn't work for me, since updating PoB involves a Git commit, and I don't have the repo here
Or Git
Ohh, we don't require a commit which is nice
Well, that isn't exactly true, the release script does do a bunch of work that needs checked in. I can do that before though since no data is included in commits
seems missing Focus Gem
it's granted to you if you have anything that modifies focus
or are they adding a white gem with it too?
^ that's how I thought it worked
oh, i see
@noble siren I had to manually edit the list of mods to make them line up with PoB mods
also a lot (a very lot) of different regexes and replaces and versions of the same string to try find the correct items for each mod
and there are other issues like some items use the word "increased" and some use "reduced" but the search doesn't use the word "increased" the same in all scenarios, sometimes you have to supply a negative minumum value but others you have to supply a max value
so I ended up just throwing out the value if it includes the worst "reduced" from PoB since I can't figure out how to line it up
@south quarry thanks for sharing. I think the hastebin file has the same symptom I mentioned : +#% to Fire Resistance is displayed as #% to Fire Resistance, which is missing the + sign. I want to look for the mods that are exactly matching the in game item text and the public stash api.
you can find the item base from seeing which key includes the name of the item, then use that key as part of the query, but sometimes it doesn't match up eg a standard "Basalt Flask" from PoB will be "Crafted: true" instead of "Basalt Flask" so you kinda have to put some if statements to check if the base includes "Flask" or "Ring" or "Jewel" and if it does just use "flask" ""accessory.ring" or "jewel"
yeah, the way I've done it is by creating multiple versions of the same name
and trying to find each of them
const fixModNames = str => {
let replacedCount = 0;
let lastChar = '';
const e = str
.replace('.', '')
.replace(/\{.*?\}/, '')
.split('')
.map(s => {
if (s.match(/[0-9]/)) {
if (replacedCount > 2) return s;
if (typeof lastChar == 'number') return '';
lastChar = parseInt(s);
replacedCount++;
return '#';
}
lastChar = s;
return s;
})
.join('');
// replace the first instance of brackets occuring for weird POB links
if (e.startsWith('(#-')) {
return e.replace(/ *\([^)]*\) */, '#');
}
// fixes rings and other things that are awkwardly placed after a {range} modifier
if (e.startsWith('+(#-#)')) {
const idx = e.lastIndexOf('#');
const newE = e.slice(idx + 2);
return `#${newE}`;
}
return e;
};
this is bad and iw as tired while writing it but you get the idea 
const fixedName = fixModNames(itemMod).trim();
const fixedPOBName = fixedName.replace('+', '');
const fixedReducedName = fixedPOBName.replace('reduced', 'increased');
i'm bad at regex
Hello guys, this is basically the first time I'm with you when a new league starts and I was wondering if anybody knows when we can expect PoB releasing for 3.5?
Openarl said Can't update PoB yet, at work
but basically you have to figure out where the numbers are, but only the ones that are in the correct places from the input and then if you can't find it try again without a + at the front, and if that doesn't work try again while not looking for the word 'reduced' instead, you get the idea though
maybe the stash tab API is a bit different to the PoB text, could be a lot simpler, but the basic idea is the same of replacing the numbers with #, and also the search terms use +# instead of +# to # so you figure out a single min/max value instead
so yeah 
@compact isle i'm not really sure what the problem is because if I hit the rate limit I get
{
"error": {
"code": 3,
"message": "Rate limit exceeded"
}
}
but with this problem, I can just click again right after and things will work normally.
I get the same problem randomly with links generated by https://xanthics.github.io/PoE_Weighted_Search/. Second click on the same link always seems to work.
https://pathofexile.com/api/trade/search/Standard?redirect&source={"query":{"filters":{"type_filters":{"filters":{}},"socket_filters":{"filters":{"links":{"min":6,"max":6}}}},"term":"Terminus Est"}}
for example this one breaks, but it's just a basic query for a unique with a minimum of 6 links and definetely works
Failed to load resource: the server responded with a status of 429 ()
I think it might be a rate limit thing based on quick requests, because if I do like 2/3 items at once it has a high chance of breaking
well, 429 is Too Many Requests
but I can request like, 5 seconds after with no problem
well I don't know how rate limiting for the PoE API works
but I guess you are making too many requests
in a short period
๐ค hmmm yeah, must be something to do with quick requests then, like opening 5 tabs of searches at once seems to always break it
but then I ACTUALLY get properly rate limited and ALL requests fail for like a minute or so, oof

rate limit is pinned
yeah, but it breaks even when not rate limited is what's weird, like a single one request will break
however you can send the exact same request 5 seconds later, after supposedly being rate limited and it works
for example I just opened 5 tabs, the 3rd one broke, the ones before and after all worked
but if I click again on the query that generated the link to broken tab and send a new one a few seconds later, it works just fine
I don't have time to look into it right now but I've noted it down
slushy how fast are you sending em
However fast you can click I suppose, but I want to add a button you can click to open all the items you can afford at once
you probably need a delay cuz that is a little api spammy wouldn't be suprised if it didnt temp lock out
I'm not really sending any requests, I just create a list of queries and a user clicks them
if you import a pob pastebin it'll create a query link for each one
like the pathofexile/trade/ link?
it'll make something like this for a rare item
https://pathofexile.com/api/trade/search/Standard?redirect&source={"query":{"filters":{"type_filters":{"filters":{"category":{"option":"armour.gloves"}}}},"stats":[{"type":"and","filters":[{"id":"explicit.stat_2169938251","value":{"min":18}},{"id":"explicit.stat_2891184298","value":{"min":10}},{"id":"explicit.stat_3299347043","value":{"min":64}},{"id":"explicit.stat_3372524247","value":{"min":45}},{"id":"explicit.stat_4220027924","value":{"min":41}},{"id":"explicit.stat_3489782002","value":{"min":0}}]}]}}
works for me? 
it is working, just set to online only
if you set it to any not just online only you'll see results
yeah regular none custom shows it up fine

but yeah guessing novy is still working on getting it all to work
when you type in the search bar it'll give you the option of "custom search" and then the autocomplete
custom search is broken right now (on our end) and I don't have time to fix it today :x
its kai fam
ooh, I can change it to use the term anyways
yes please
I think I wanna not use term, use type instead
so novy will we get any news on how the new hideout import codes will work before launch or is it going to be like a
1-2 week delay after launch before it goes live type of deal
oh woosh nvm
can't wait
paper launch feelsgoodman https://www.reddit.com/r/pathofexile/comments/a38zuo/tool_developing_a_tool_to_track_character_changes/?st=jpap9dq0&sh=9e131a47
ah, so i've done it by searching by name if it's a unique and not a card or an essence, if it's a card or essence I search by type
now it works properly
Anyone know what the Last Online: timestamp for users in a guild when you view:source on the website stores the time in?
UTC, NZ time? etc
<div class="member">
<span title="Last Online: 2018-12-05 18:31:26" data-time="2018-12-05T18:31:26Z">
The Z indicates that it uses the UTC format.
'Z' stands for Zulu time, which is also GMT and UTC.
hmm I just did a test, (logged out, logged in)
2018-12-05T22:38:54 it just updated
2018-12-05T22:38:54Z (arather)
Which is my exact time now.. for AEDT...
hmm dunno thought if Z is postfix its UTC, GMT .. dunno why it isnt ๐
mm it has momentTimezone = 'Antarctica/Macquarie' which is AEDT
@timid hemlock Error on selecting a skill in updated PoB, want a screen cap / stack trace?
Fixed already; check for update!@
on it - champion effort
ISO 8601 Data elements and interchange formats โ Information interchange โ Representation of dates and times is an international standard covering the exchange of date- and time-related data. It was issued by the International Organization for Standardization (ISO) and wa...
I know what UTC is, I was just curious as to why the PoE website returns you a date with 'Z' on the end, making me think it was the time in UTC when it infact isn't they're returning it in AEDT.
I assume they're detecting your location on the http request and modifying it for you.
it's just the timezone being set in https://www.pathofexile.com/my-account/preferences pre-processing the date
Thank you Openarl!
@cosmic saffron - TY ๐
moment js etc was getting confused AF
cause i was trying ot hard set the TZ but when the date had a 'Z' on it - it ignored the timezoen
for those that haven't seen all the node changes: http://poeskilltree.com/compare/
Cool site
@mortal bone i think you'll gain in UX by coloring text where it's changed, like :
would be awesome yeah
if it's open source, i can check it
honestly i would go for full line coloring (like u did in ur first example), just changing the color of 6 and 8 looks kinda weird
Is there any explanation for the skill tree data that was made available? I see that it is javascript / json, but are the shortened variables explained somewhere?
Thanks!
@analog dune nice idea. It isn't open source currently
@obtuse citrus @dull laurel for reference, nodes is no longer an array. It is a dictionary where the key is the node id and the value is the node data
Ha, this looks like so much fun. I guess I have something to do the next two days ๐
@analog dune added ๐
Godโs work ๐๐ป
Oh wow, I just checked the original skill tree. You really have to draw everything yourself, the nodes, the connections, the groups and so on. Did you reprogram all of that in poe skill tree, @mortal bone, or just used a "webview" kind of thing?
all of it was redone
that is all the drawing code used
1000 lines of fun. Yeah.
There is some bloat in there, but it is mainly the drawing code haha
What language are you looking to make a tree in?
typescript / javascript. because I like web apps and because I dislike the original tree and poeplanner. I'd rather have them the functionality provided in your program, with the tree solving algorithm
Nice, I am probably going to be doing something with visualizing the differences in the tree. A plain text comparison only goes so far
I was wondering, since i'm myself a dev too (i think a lot of people here are). Did the community have a specific need of tools ? Like, something that is missing (even if i think everything is already covered)
Or die trying. ๐
For example I would like to have a page that just looks nicer then poedb. Better UI/UX would be great ๐
http://reddit.com/r/history/comments/a3b5c2/how_did_courier_birds_throughout_history_know/eb5cbv3 :D
661 votes and 70 comments so far on Reddit
@mortal bone did you intend for the json links be in the same column?
thought youd put new json under new stats column
and old json under old stats column
Na, looks like that one it large though
hit the "compressed" checkbox at the top lol
I will have to fix some oddities in the uncompressed version
i love and hate bootstrap
pretty sure it is because "Old Stats" aren't large enough
happens on every one where the height doesn't match up
@dim stream just fixed the problem. Let me clear cache
should look better
@dull laurel the UX of poe.db is actually really good - in asia
UX standards in asia are significantly different from the west
A view of poedb targeted at the west would be super useful though.
So I'm looking to try and build some sort of webapp for PoE (not sure what yet) to prep for some interviews I have coming up. Where can I find more or better documentation than this? https://www.pathofexile.com/developer/docs/api-resources
What confuses me is how are these apps being developed that track thing like maps consumed (with date/timestamps)? Where are they drawing that data?
@quasi cypress from the local client.txt file I believe
@dire walrus Ah, that makes sense.
I havent developed anything in like a decade so this should be fun but think it will be a good exercise...would be neat to develop a net worth app that includes your items from the PoE Trade macro
Check out exileparty.. I think they changed the name recently tho
kk
Yep, this is the one I was referencing...I saw this and was trying to figure out how they got this data, but the client file makes sense
@quasi cypress CurrencyCop https://www.pathofexile.com/forum/view-thread/1989935 does a decent job of this, but don't let that stop you.
Yeah, Ive seen a few and what I want is to be able to scan the stash and apply the same logic that PoE Trade Macro uses (where it tells you what the item is worth at auction) and then add that to your worth
would be great, especially as an overlay
With old-fashioned rotary digits and a nice cha-ching sound, please.
how come i can't @ the currency cop guy any more
shows up on mine too
hm possible PEBKAC
looking for some people that could help me fix the layout on this addon :
https://github.com/Eruyome/PoE-Leveling-Overlay
it's f-up in 4k, could fix it but i don't really know where to look
never programmed an addon before so a bit lost on the syntax
@proud ocean I've seen your issue on Biggorons fork of this, which is good since I only made that repo because he didn't had one and I helped him fix and improve it.
Anyway, maybe start with actually describing/showing what the issues are ๐
hello, sorry for asking again and agin, I want to know if torrent file is released or not. ๐
no
So the schedule about torrent would be released on this Friday afternoon, right?
@proud ocean how is it msed up
i'll take a screenshot and show you guys ๐ brb
didn't see the answer damn :/
so, the issues ๐ :
- https://imgur.com/a/PgiH8Xz like you can see there is not enough space between the items which makes them overlap
- there is also an issue with the XP and the gemlist layout which take too much height, don't know how to fix that, also what is the proper syntax for the gemlist.txt file if i need to modify need? (which i do ๐ )
If you want @misty merlin i can fork the repo aswell
Biggoron created the tool, I helped him to improve some stuff and made a repo for it. Somewhere in between development he forked it and released it later. I don't plan on maintaining it, so either make your own fork or make a PR for his version.
I also haven't created or looked into the gemlist.txt, so I know as much as you do about it.
hum that's unfortunate
At the beginning of the main script there are some global variables for positioning.
You probably have to mess with them
what language is that? i don't recognize the syntax
@compact isle will ggg release torrent this time?
too early to tell

When will you let openarl go home early to finish the gems in pob 
never
I can't believe I waited this long to write unit tests for 3rd party APIs
so nice for validating API wrappers
@fickle yew what's the api for your Fossils and Resonators pages?
nevermind
figured it out
Is there any published documentation about PoB internals when calculating base gem stats from the values in the .lua files? Or do we know the interaction between base/incrementalEffectiveness and minimum/maximum base damage?
only codes, https://github.com/Openarl/PathOfBuilding
I'm looking in the act_int.lua file. Only documentation in there is 'do not edit' xD
I was exepcting more of an array listing the min/max damage values at each skill level. Instead there's an array listing the same base values for each skill level, and 2 'effectiveness' values which appear to multiply somehow with those base values. I've tried several combinations but have not found one that results in the actual min/max values seen in-pob.
That looks promising, thanks. I was just looking at the skill lists. I didn't think to look into the actual pob code to see how it used the values. ๐ค
@timid grotto writing your own calculation engine? ๐
@dull laurel no. i was hoping to get a head start at theorycrafting with a partial update of the released updated skill gems. Haven't had much luck figuring out the formula though. ๐
(the formula in the link above seems to be for calculating damage further down the line, I'm just looking for base skill damage (such as what is shown on the wiki page at each level)).
I found a very similar formula in the pob code (Calcactive or something) but haven't gotten the numbers to match what I'd expect. I've also tried tracing the values from the skill list to the calc and from the calc back to the skill list but i guess I don't know enough about Lua (I hit a 'gap' afterwhich the skill's base damage values just magically appear ๐ ).
Just going through https://pathofexile.gamepedia.com/Passive_Skill_Tree_JSON and trying to figure out what the oo on the node groups means. Is this like the first or the last node on the orbital are "true"?
just scroll down, ints described in groups
description: Associative array of orbitals (from the nodes and their oidx key). Unknown what the bool is for
type: assoc array[string, boolean]
oo = occupiedOrbits
it's just associative for easy lookup in JS, the true means nothing
Smooth, thanks for the answer.
But why is true even included?
Ah, now I got it. The orbits are circles around the center of the group and the placement of nodes is on those orbits. The radius of those orbits is obvious, but the placement of the nodes on those? Is it just 360 / number of nodes on the orbit?
@winter fossil to make it an associative array instead of a regular array. otherwise you couldn't use the orbit id as string key
the other option for implementation would be to have an array like this [true, false, false, false, true] if you would want to describe a {"0": true, "4": true} object
Oh yeah, now I rember why it's there... The sick switchcase they're using to get node location x)
https://github.com/EmilNordling/poestk/blob/master/client/src/classes/pstv2/utils/math.ts
The sick switch case hehe
Actually I would be interested in that ๐
oh, nice, you are working on a typescript version as well
Old code tho
even nicer, your roadmap looks like something i want to do too
@winter fossil why old code? not working on that project anymore?
Got all the newer code on another branch that's not merged yet. Would like to spend more time on it but life makes it hard to find time for it x)
Can someone enlighten me why I can have the same node id incoming and even multiple times, like a circular reference?
"in": [
11420,
11420,
11420,
11420,
11420,
11420,
11420
]
@dull laurel what is the full node?
Also, I need to update the wiki. The tables there are fairly old. Not all of the fields are there like extraImages was added recently and there is no definition on the wiki of it
With the new masters rework (and the craft rework), is there an api where i can get unlocked recipes ? (clients.txt ?)
No idea yet
clients.txt isn't an API, just a flat-file client log
@dull laurel It looks like the "in" data isn't being generated correctly. For every node coming in, there is an entry with the current nodes id
@winter fossil @dull laurel You don't actually need the switch statement anymore. This should do the trick:
return 2 * Math.PI * oidx / skillsPerOrbit[o];
Not going to use the group entry at all, so that won't be an issue for me. The current version I'm working on preparses all node positions instead. The entire skillTreeData is just too large to send down the pipe when doing web tbh
to be fair, browsers do a ton of caching. You are looking at a 1.3mb download once every league
There's still no reason to send 1.3mb when you could send 1/3 of it (I think it's even less now).
Performance matter for web, it's a wrong approach to say that it doesn't
Ppl sitting om bad connections should be able to load the site
@mortal bone yeah, that formula sounds reasonable to me. Basically you are calculating the angle in rad instead of degree. but that means first skill is always top center aka 0ยฐ?
@mortal bone the node i was looking at was 11420, which has itself 7 times in the in array, which is weird somehow
Yeah, the in property is broken. It has the current node's id for every node coming into it
That formula calculates where on the arc a give node is starting from 0ยฐ
arc: number = 2 * Math.PI * this.oidx / this.skillsPerOrbit[this.o];
x: number = this.group.x - this.orbitRadii[this.o] * Math.sin(-this.arc);
y: number = this.group.y - this.orbitRadii[this.o] * Math.cos(-this.arc) ;
This is what I have to calculate the given position of a node
Heyo, anyone know when the new skillgems and the supports will be available for calculations in Path of Building?
tag me if you do, unless you can't ofc and ty for answer in advance
Looks like Openarl has worked through the night, so he's working as hard as he can to get it to us.
And when does he find time to play the game? ๐
@mortal bone thanks a lot for that. Still more than 24 hours to work on that ๐
Ha, it is progressing. <3
Now comes the drawing with SVG part, because why not, just because everyone else uses canvas ๐
SVG is the way to go, canvas drove me insane lol
I basically made google maps at one point
I am attempting canvas as I haven't' done much canvas work, and I have to say: I hate it.
agreed... I'm kinda upset of myself for not doing the SVG route sooner, free GPU rendering without the webGL struggle
But if you want the GGG artstyle on the skilltree it should be made with canvas I guess, I never wanted that tho
SVG should work too, but I will see. Give me some time ๐
The worst struggle I had with the canvas codebase was the rendering complexity to have it rendering smooth on mobile. It would still lag when loading in new chunks and zooming just sucked...
SVG just workes too well, made the entire script so much lighter too
still working on that. currently parsing the skilltree json and creating the nodes and groups. ๐
This is actually kind of funny with the names still in there ๐
I use svg a lot currently at work, especially the draw2d library. Performance is pretty crap if you're moving stuff a lot
Havent tried canvas personally yet
You don't move static stuff, that's the thing. You just wrap all SVGElement:s in a <g /> and sets its transform attribute to: translate(x, y) scale(z, z).
The browser does not have to rerender the DOM for translate, it have already been rendered
The entire skilltree have 3k+ nodes in DOM, and still renders at 60+ fps when moving and zooming on mobile.
fast yo
Right. since you're rendering a static tree, it might work fairly well. I use svg more as an editor with lots of dragging figures and connections.
@winter fossil that sounds good ๐ I'm just playing around with the svg
Only groups for now, no nodes yet
๐
You not drawing ascendancies?
scion is there!
Because I only have the groups yet. Nodes are next
Ah, makes sense
nice haha
this looks just slightly wrong
So for rendering I basically iterate over all groups and then draw their nodes according to the orbit plan, right?
kinda, ye
Emmitt, PoeSkillTree with .NET Core 3.0 yes? ๐
the web guys. the web is the future ๐
It's amazing. I've been fortunate to have done a lot of .NET Core stuff, and been benchmarking with 2.1 since the early previews
Emmitt... change of plans. Blazor and WebGL
cough angular cough
not a fan ๐
Ha, I just noticed that I actually don't need groups at all. All the positions could go into the nodes directly
I just find it impressive they improved the performance of damn strings so much
....strings
it is great haha
Span<T> ftw
well strings are not native to cpus, so yeah ๐
I wrote a half-assed article about it: http://www.andersen.gg/posts/speed-of-span
I need to rewrite it, and keep writing... at some point. There's just so little time
strings are native in x86
no, I meant that hardware does not know about strings. you only have 32, 64, 128bit whatever sized objects. and then moving strings around or manipulating them is costly in terms of instructions. and then there is plenty of room to improve performance
https://www.csc.depauw.edu/~bhoward/asmtut/asmtut7.html <- @dull laurel
LODSB and LODSW
MOVSB, STOSB, SCASB too
byte, word, and doubleword strings are all supported
The reason why .NET Core 2.1 became so much faster with things like strings (and 3.0 even faster), is because a string is naturally immutable, however with .NET Core 2.1 you can do allocation-free operations on a string with the native representation of the string using Span<T> and ReadOnlySpan<T> which is just a struct with a pointer and a length pretty much
but DrTorte#4840 @dull laurel is correct in a sense though. They're mere bytes in the memory, @mortal bone
think you pinged the wrong person lol
whoops
Lawl, I'll take it. :p
I want a pure Utf8String though, because string/char are 2 bytes each so it can contain UTF-16/Unicode characters
which many times is unnecessary
@simple ravine Is it normal for .NET backends to use PascalCase in their responses? Front should make their own models based on the spec, but it just looks so ugly when we have to deal with it. The only problem I have where I work now haha
You mean when responding to a web api?
they're automatically converted to camelCase nowadays
ye, we're just sending out the models as JSON
(default setting that is)
if you use an older version in a project you can't/won't upgrade, I'm fairly confident you can configure the JsonSettings to spit out camelCase without you having to jump over hoops each time
Would be cool if I could convince them, but it is kinda pointless to change now since we got more clients that's dependent on the backend
I can recommend api versioning
Would like to know if the first backender just didn't know you could change it in a setting. Gonna need to ask about that
We just upgraded to an V2 api, but it's inheriting the V1 and using the same logic with just taking the models and sending them (if I understand C# right)
ASP.NET Core with ApiExplorer + Swagger/Swashbuckle (nowadays called OpenAPI), you can version your apis quite simply
cool
@mortal bone magic, your formula works ๐
Yeah, I have done the drawing a fee times haha
this was my magic formula way back, soo good
@compact isle you mean here https://www.pathofexile.com/fullscreen-passive-skill-tree/3.4.5/AAAABAMAAQ== or ingame?
Ah, nice
@dull laurel is your svg tree render going to be open source? Not looking forward to dealing with that D:
@celest wasp I guess that could be done. Always afraid of sharing my code ๐ฆ ๐
@dull laurel Happy to contribute back any fixes/improvements ๐
@celest wasp that sounds great. do you have knowledge in typescript, angular and d3? because that's what I'm using right now
My typescript is good, d3 is rusty, and closest I've gotten to angular is vue... which probably does the job.
Greatness. Guess I have to move the code to github then
๐ I've got a bunch of other stuff to do... along with this weekend being a writeoff. So, no rush ๐
This weekend is league start!
waiting to see how veiled items show up in stash api
@fallen girder https://www.pathofexile.com/forum/view-thread/2254801
oh thanks
I'm having issues installing Exilence. Anyone successful with it and can help out?
@chrome topaz your login script is broken and spamming our page, pls fix
@compact isle what script?
seems login official site
if you mean poexyzis account, I only see 2 logins in the past two hours
you sure it's not somebody trying to bruteforce my account?
ah it's just the regular scraper being redirected to the login page and you're following the redirects
probably best not to follow those ones, it's triggering quite a few things
okay
should not follow redirects anymore
cheers
I just wanted to hop in and say thanks to all the various tool developers for working/updating their respective projects. Hope you guys get a chance to play at launch ๐
@velvet fog how soon will the datamine be available?
well...dl speed is 145kiB/s, 1d 4h to download it
need some help on extract Data/ and Metadata/StatDescriptions/
Anyone know how I can move the location of this overlay?
https://github.com/Biggoron144/PoE-Leveling-Overlay
here is a pastebin of the ahk file that I believe needs to be modified: https://pastebin.com/Ewubg7Dt
@velvet fog Welp, at least they release that 
nope, they put 3.4 dat inside this torrent
WTF 
3.4 dat? so it truly was a betrayal.torrent
Phew! That would have been a big annoyance if people downloaded the whole ggpk file only to have it almost completely rewritten at patch time or something.
you were the betrayer all along!
Hahahahaha lol
Thanks for all your hard work, everyone, by the way! ๐
hope they don't remove baseitemtypes this time
ya, more surprise
they remove ALL Data files this time
This is an annoying trend :(
lol rip
I wonder if they decided on it after incursion's low retention
No data folder? Shame for y'all
That's really annoying though :/ I feel for you data-deprived folks :/
and the Content.ggpk not optimized, with 145748 FREE chunks
no poedb preview this league?
until league patch start, we will get the real data
Would also be interesting to know the size of those free chunks in sum. ๐ Time to defragment that file
@velvet fog you are the owner of poedb?
Ya
can you craft scarabs or do they always have the same mod/mod range?
I believe they're fixed
they're found in safehouses
@timid hemlock how is working for the overlords working out for you? ๐
Heyy, do you think you'll finish the gems in PoB before launch?
I have no idea
http://www.grindinggear.com/?page=careers There's open positions, if some people want to try ๐
love the game is not the same that work in this game ๐
But working on something you love is great ๐
As a developer, any game loses a lot of it's "magic"
Plus you are literally at the end of the world ๐
It's so far, I'm getting ERR_CONNECTION_TIMED_OUT
I'd take a GGG job any second. But I doubt they need C# SQL people. (nobody needs those around here either <.< )
maybe for internal tools ? ๐
Here we go... Not DDOS again, please.
I think it run out of energy due to betrayal launch ๐
@faint remnant we're desperately trying to recruit c# ninjas
especially if you have a bit of cloud knowledge
@simple ravine i agree with him, when you see the back or a game you EVER lose something ๐
Nah, everyone wants frontend people ๐
some gamer was trying out this new MMO, ashes something something... And he was saying "Oh look, that deer is looking at me. He knows exactly what I'm up to"
... no, it's a bunch of polygons.
Well that effect comes also from just being a programmer in general
It's a bit sad to see some developers without jobs, especially good ones. The supply is lower than the demand for sure.
It absolutely increases my chill towards any bugs or blunders. Like duh of course a league has bugs at the start. Have you seen how quickly they churn those out?
I have a comfortable position, don't worry.
good to hear ๐
@simple ravine in NZ ? In France there's plenty of jobs available but they require a master degree in computer science
It can be a bit harder to find remote jobs.
that is indeed very difficult, still.
especially for lead developer and architect roles
we need better conferencing and whiteboarding software/tools
companies need to slowly mature into it
but there is a huge benefit to have people in the same room
working remotely, you miss out on these spontaneous and situational discussions
Tools are pretty good, and there's a wide selection to choose from. But you're right, you can't beat face-to-face sometimes.
Especially since even when talking about code there is still body language involved. Try show something to someone on 3 screens just by wiggling your mouse around
so many discussions and good ideas have come up in the office, by just overhearing a conversation and pitching in
Maybe it's time to have always-on video feeds with remote workers.
well, if you can integrate them into the actual office
otherwise, it'll be one office and a virtual office that aren't integrated/connected
Read about GitLab recently - all of its workers are remote: https://about.gitlab.com/company/culture/
yeah, i've ran a company where we had all team members remotely
...and they evolved "eat our own dogfood" into "we drink our own wine", which I think speaks volumes.
we were spread out over multiple continents
i won't feel like being in a company in a full remote environment :(
I like being in a office and see co-workers ๐
Much less chances to drop terrible puns in a remote environment
Not true!
Also, less discussions about which league starter to use
More chance to hang out on PoE Discord...
โฌ THIS
<- working from home today 
"working"
I already spent far too much time on this discord while in the office
Terrible excuse these days ๐
Wish it was possible to help Openarl. I'm twiddling my thumbs here.
Editing some lua & opening pob would feel a bit strange at the office :p
I'm not a fan of Lua, but there's so much useful data in that program I can put that aside.
No that's my branch.
ohh
The pull request is posted.
I'm also extending it to sorting uniques.
nice
Somebody clone Openarl, please.
sleep time in NZ isn't it ? ๐
afraid I don't have the energy to learn lua at the moment
i read the code a bit, and it also felt a little bit entangled, so with that combined with a language you're not accustomed to, i felt i couldn't really add any real value
otherwise i'd be happy to
My next approach is going to be embedding Lua into C# and running PoB that way, giving total access to the data from C#.
how about not using lua? ๐ I would like to implement PoB in typescript, then everyone can use it in a web app
but it reads ggpk and dat files, read modifiers etc
basically the whole calculation engine
PoB has so much knowledge built into it. I don't fancy replicating that.
I'd rather use it.
the only reason I'd want to replicate the logic, is to create an API which can be used in different ways
Yup. That's why I'm doing the C# side.
I already automate PoB headless, but it's limited in terms of input/output: https://github.com/VolatilePulse/PoB-Item-Tester/
but seeing how much effort Openarl has put into figuring a lot of the nuances out, it feels a bit daunting
The C API for LUA is pretty simple, don't know for c# ๐ฆ
reverse-engineering the PoB item builds has been an experience
Yeah Lua embeds well in almost anything.
that one of the main advantages of it
i really love lua, but hasn't the js vms surpassed it now
in terms of ease of use, size, and code structure
Arrays start at 0
Heh.
Is JSON hard to use with LUA or something?
i'm kinda confused why items are put into one array and to figure out the mods you have to like split based on one of the other array strings
i've never seen things done like this before
it's something like
"name", "base", something something..,
"implicits 1",
<implicit mod here>,
<the rest here>,
]
but matrices start at 1!
That's just a choice made during the design, I believe, slushy. Lua works with JSON-style data just fine.
I probably should've looked at the source to figure it all out properly but it was kinda fun to figure out anyway
apart from the items that don't follow that design, like pre 2.6.0 starkonja's doesn't list how many implicits at all 
@velvet fog The FREE blocks smells like <redacted> :)
I wonder if there's any garbage left in them...
I had a nice side-effect of re-establishing my IPv6 tunnel recently. Several of the top seeds for the GGPK were on v6 for me.
ya, but without filename, it's hard to re-used
6 hours and then we will know everything ๐
the veiled mods should also be in there then, even though you probably have to implement the parsing first ๐
The skill images are also inside the ggpk, right? Because I hate sprites ๐
not sure, just close it when missing Data
@velvet fog which tool did you use earlier for that screenshot of the ggpk folder structure. is that visualggpk? I want to extract some art files
try PyPoe, VisualGGPK can't extract compressed DDS
i'm using my own PHP libs to extract folder structure
meh, just wanted to extract the art files for the skill tree. also interesting to see, that there is a 4K folder. seems they are polishing everything
ah nice, pypoe works, after some struggles. and it looks like visualggpk ๐
@dull laurel I'd argue we'll know everything in 3-4 hours
as soon as the game is available for download we'll mine it 
and by we I mean chuan will
Could it be that the dds files extracted via pypoe are still compressed? ๐
@timid hemlock When will everything be updated?
When I'm finished
@dull laurel they shouldn't be. Try rechecking uncompress option in pypoe ui config. Your tools may also have problems with the files since not many things support all dds formats...
cool, Thanks as always. Ill be waiting patiently
@obtuse citrus all files start with "8+" instead of "DDS", neither paint.net nor an online tool could open it. I will check the uncompress option and see if that helps
Thereโs three possible ways data can be stored in entries. Theyโre either uncompressed, symlinks with a leading star before a path name, or brotli with the uncompressed size up front and then a payload.
I have an unbrotli.exe lying around somewhere to unpack individual files, but no idea where ๐
I think I made my library do the whole magicery, but it's not polished / pushed yet
follow symlinks, unpack brotli-dds etc
and convert to png
bitmap ... texmap with a bunch of variations
@dull laurel If you want you could just use their CDN and use the URI:s in the assets entry
@winter fossil now that helps a lot. what is the base url for that?
Not yet there with the sprites ๐
kinda rushed it to get it so people can use it for new league, but it works pretty well ๐น
all of the tree assets are under gen
without gen you get resource not found
Also, be aware the 3.5.0 skill tree data's images aren't hosted until the patch is live
Ye, but the property value is: "gen/image/..." in the JSON. What i ment :)
this is also for the passive skills? or are there still the sprites?
Still the sprites, there's some coordinates that maps to each sprite image for each node
The SkillSprites key, that'll map to the ni property in the node
"skillSprites": {
"normalActive": [
{
"filename": "skills-0.jpg?0b165de019cc53898e7a03e9f8fbe68a",
"coords": {
"Art/2DArt/SkillIcons/passives/firedamagestr.png": {
"x": 0,
"y": 0,
"w": 9,
"h": 9
}
given x,y and w,h of each icon mapped by the icon on the node
i'd rather have the art/2dart file than the sprite. is that possible?
That's a lot of files though
that would be really slow
like really slow
you would be downloading thousands of files
i'm kindy struggling with raster sprites in svg ๐
@dull laurel (A DDS file is kind of like a .mp4 container, it can contain a whole lot of formats of image data, ranging from uncompressed bitmaps to block-compressed formats like DXTn and BCn, with mipmap levels and all sorts of Fun Stuff)
but only for http1. http2 solves all that with an open connection. hopefully
If you open them in image editor, those mipmaps tends to show as layers or so.
It's all raster tho, unless someone puts their own custom FourCC format in there, they can technically hold whatever the heck you want ๐
@dull laurel if you want those, you can download each file
should work http://web.poecdn.com/${constants.imageRoot}/${node.icon}
or I can improve my svg skills
@simple ravine I think everyone here has their own library for this, it's great fun to write ๐ Mine got side-tracked reimplementing in Rust, but I have a web-based directory listing thing at least.
wget --mirror is a horrible idea, but can be done ๐
@worthy cape but that only works if you have hrefs somewhere
So I've got localhost:8080/tree/Art/2DArt/blargh.dds and listings for directories.
But you do indeed need to know the GGPK path to something to get it.
that is no problem, thats in the json that they distribute with the patch notes
The skill tree data provides all that
that is what i meant
Dunno where to ask this.. is the pob bot here hosted only for this server?
@pseudo ocean
๐
very colorful. I like it
this is for poeskilltree, right? so you instantiate a webview/browser in there or is webgl just a standard?
Na, this is just a fun project in typescript
Wanted to make a simple "example" project for people
oh that's cool. because I'm also working with typescript right now on the exact same thing. Just with svg drawing
Typescript has really boomed in the past year
Yeah
We started using it at work, so I am trying to get up to speed
I like it a lot
much better than plain javascript. the type annotations help so much in big projects
Styled components is still extra double messy with it but intellisense is worth it
what do you mean with styled components?
@mortal bone is that source code for the tree online somewhere?
Styled components <3
interface ICardProps extends IBoxProps {
hoverEffect?: boolean;
}
export const Card:
StyledComponent<
'div', null, ICardProps
> = styled(
({hoverEffect, ...props}: ICardProps) => <Box {...props}/>,
)`
The main issue is with extending components
Just type one of the passed props, and the rest will understand
@dull laurel Uh, nope
I can make it
Like that
@mortal bone the plus side, I don't have to deal with svg anymore. the bad side, I would have to implement all the interaction myself ๐
@winter fossil I only skimmed through the code, but I believe you're not using different props for the extended component. You'll get props leaking onto the DOM if you don't filter them
styled-components spreads all props it gets onto the dom
that aren't used in the css
@dull laurel https://github.com/EmmittJ/SkillTree_TypeScript
kind of just pushed everything
npm install
npm run build
ah, you developed in visual studio
visual studio code. is the hip thing for frontend ๐
whoops
as long as you have some type of typescript compiler and npm you should be good
uses webpack
@worthy cape nah i think most people use PyPoE
@inner beacon types =/= the compiled code, my case does not differ from yours
@winter fossil Not sure I understand, what do you suggest I change about the snippet above exactly?
@mortal bone looks sweet your code. and so simple
the canvascontrols are old code, right?
You don't need to destruct the properties that isn't used in the component
so
export const Card:
StyledComponent<
'div', null, ICardProps
> = styled(
({hoverEffect, ...props}: ICardProps) => <Box {...props}/>,
)`
``` ->
export const Card:
StyledComponent<
'div', null, ICardProps
= styled(
({...props}: ICardProps) => <Box {...props}/>,
)`
ohhhhh typescript + webgl skill tree. I wonder if this is more suitable for dynamic highlighting re-renders than svg.
depends how flexible those objects are and if you can change them easily and revert them. like "hover" effects and such
Well, you never have to rerender the base tree
You only render hover and active layers
The number of objects you actually need to change is very few
oh, that's a good idea
@dull laurel your code any where?
one sec, currently in azure devops, but I will move it to github
Ah haha
@mortal bone https://github.com/totkeks/poe-app done
Nice
npm install && ng serve
Yeah, you do a lot more work to decode the tree in a readable format
yes, that was my main concern. that helps to work with it later
I was thinking about just doing private crappy names and then nice public names that just return the private
@inner beacon
Interface CardProps {
background: string;
}
const CardStyle = styled.div`
background: ${(props: CardProps) => }
`;
const Card = (props: CardProps) => <CardStyle {...props} />
Just pass what the styled component needs.
(Format sucks, on mobile haha)
In c# you can just put a JsonProperty tag and be done
Something I wish typescript had
what does that do?
also update available. gogo @velvet fog get all those tasty uniques mined ๐
screw the uniques show me veiledall craftable mods
You can have something like
[JsonProperty("not")]
pulbic bool isNotable;
Does that just type it as nullable in C#?
no, it parses the property "not" from a json into this property on your class/object
Ah
basically implicit conversion from one format to another
Oh right, not the out nodes haha
Yeah, if you want a nullable bool? isNotable
Steam update avaiable
I would call this optional. Any property is nullable, is it?
Not in C#, no.
In JavaScript, yes. C#, no
nope in C#
java yes unless restricted and if not primitive
๐
In c# 8, there will be nullable reference types though
and other changes to nullable
I don't think any type should be nullable unless explicitly stated
i am fine with either if it is consistent
also boolean should be 3-state ๐
actually true, false, undefined
Yeah, fuck that
because sometimes there is a difference between false and undefined
they're called boolean for a reason
ternary flags or some other name would be better
just to distinguish
tri-state logic.
I guess my site is officially released now 
Use an enum
@south quarry nice. hope it can handle the traffic ๐
Cloudflare saves lives
well first I need a working / useful app
got cloudflare, hosted frontend on netlify, most of the stuff is localstorage, backend is elixir and super quick
it'll be fine
wait, netlify hosts your app for free?
I mean, there's a lot more that evaluate to bool in the js world
yeah netlify hosts frontends for free
That's cool
well thats pretty awesome. bookmarked that for my app, when it is finished some day
i just used github pages for now
Heroku is nice if you want simple hosting
@grave wren you can throw cloudflare in front of gh pages for a custom domain ๐
@celest wasp oh that works? nice. man, so much stuff i learn here ๐
nice
Right now I have cloudflare sitting in front of my PC lol
wat
wow, first load mega slow ๐
@mortal bone argo tunnel?
yeah that is a cool idea
can we add poe patch cherrypicking openarl
Just out of pure interest: Since there is now the possibility to store hideouts in plaintext, something like a "PoE Hideout Editor" with actual importable hideouts wouldn't be unthinkable, right?
I think there are people working on that @modern imp
atleast I read that here or on reddit
@mortal bone cheaper that way lol
Why aren't you using the atlas images? I see a lot of data uris in the network tab
ah, gotcha. atlas image = one big ol image with each node positioned on it
Oh, Sprite sheet
Not sure what I was doing with that tree tbh
I will replace it with the newer one when I get home
@dull laurel cool thx for the info ^^
is it allowed to link my tool thingy in the discord? 
Yeah?
i was thinking in other channels so more people see it
BTW, anyone here interested in having their league start tracked? I've got gear + passive tracking running for streamers at the moment.

