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Community head start: a ReXGlue PC recompilation base for The Incredible Hulk (Xbox 360). Members of the community asked TekRantGaming for help with a PC port of The Incredible Hulk. This repository is that help: a working base to fork and build your own project on. It was never meant for a public release and it is not a TekRantGaming (TRG) mainline project. TekRantGaming/incredible-hulk-recompiled
Flashback Settings 1.5.0 dropped Hey everyone, small update for my Flashback addon! The thing that always annoyed me with Flashback’s auto-record is that it’s all or nothing. I wanted it to record every time I join Hypixel but not every time I open a random test world in singleplayer. So now you can do that. What’s new: - Auto-record per server – put in the servers you always want recorded (like hypixel.net, subdomains work too) and it starts recording automatically when you join - Singleplayer toggle – auto-record in singleplayer is its own on/off switch, off by default - “+ Current” button – if you open the settings in-game, you can add the server you’re on with one click - “Open Folder” button in the replay menu – opens whatever folder you’re looking at in your file explorer, so no more digging through .minecraft to find your replays Works on 26.2 and 26.3 (Fabric, client-side only, needs Flashback obviously). Modrinth: modrinth.com GitHub: Ayden100yt/Flashback-Settings If something breaks or you have ideas for more settings, let me know. I’m open to suggestions :)
Turned my old phone into gateway for livekit agent, no twilio Made a thing that turns any old phone into gateway for your livekit agent. Phone pairs over bluetooth to $15 usb dongle like to a car, and calls go to livekit room where your agent is So you dont need register in twilio or buy sip trunk. If you want your agent to make calls, it just calls from your personal number. And it takes your calls too. Agent runs local, phone is the line, thats the whole idea Works on mac and linux, I run it on orange pi too MIT Hormold/agent-bluetooth
I built ScanWise 🚀 A PDF analysis tool that extracts text using OCR & offers AI-powered proofreading & document summaries. 🛠️ Python + AI 🔗 Demo: ialksng.me 💻 Code: ialksng/ScanWise More projects: ialksng.me #WebDevelopment #BuildInPublic
I totally missed the release of TextureCraft! It's 94% done That's insane, the speed on this project is incredible. storytold/texturecraft
@matt_spendlove Can you tell me more about this? Maybe I've been missing something completely obvious but an iPhone capturing what's happening in an app in Vision Pro has completely been off my radar. Are you using something like this: fabio914/RealityMixerVisionPro
Flashback Settings 1.5.0 dropped Hey everyone, small update for my Flashback addon! The thing that always annoyed me with Flashback’s auto-record is that it’s all or nothing. I wanted it to record every time I join Hypixel but not every time I open a random test world in singleplayer. So now you can do that. What’s new: - Auto-record per server – put in the servers you always want recorded (like hypixel.net, subdomains work too) and it starts recording automatically when you join - Singleplayer toggle – auto-record in singleplayer is its own on/off switch, off by default - “+ Current” button – if you open the settings in-game, you can add the server you’re on with one click - “Open Folder” button in the replay menu – opens whatever folder you’re looking at in your file explorer, so no more digging through .minecraft to find your replays Works on 26.2 and 26.3 (Fabric, client-side only, needs Flashback obviously). Modrinth: modrinth.com GitHub: Ayden100yt/Flashback-Settings If something breaks or you have ideas for more settings, let me know. I’m open to suggestions :)
hermesのIssue投げて裏で修正PRの準備してたらもう修正PR投げられとるwなんかスピード感がちげぇ😂 hermes-agent#148137
Flashback Settings 1.5.0 dropped Hey everyone, small update for my Flashback addon! The thing that always annoyed me with Flashback’s auto-record is that it’s all or nothing. I wanted it to record every time I join Hypixel but not every time I open a random test world in singleplayer. So now you can do that. What’s new: - Auto-record per server – put in the servers you always want recorded (like hypixel.net, subdomains work too) and it starts recording automatically when you join - Singleplayer toggle – auto-record in singleplayer is its own on/off switch, off by default - “+ Current” button – if you open the settings in-game, you can add the server you’re on with one click - “Open Folder” button in the replay menu – opens whatever folder you’re looking at in your file explorer, so no more digging through .minecraft to find your replays Works on 26.2 and 26.3 (Fabric, client-side only, needs Flashback obviously). Modrinth: modrinth.com GitHub: Ayden100yt/Flashback-Settings If something breaks or you have ideas for more settings, let me know. I’m open to suggestions :)
Hydra Nexus — A Whole New Hydra Experience 🚀 Hey everyone! 👋 For those of you who use Hydra Launcher, I wanted to share a project I've been working on for a while called Hydra Nexus. For anyone unfamiliar with Hydra, it's a game launcher for PC. Hydra Nexus is an independent, open-source extension I developed to add features, tools, and customization options that I personally wished Hydra had, with the goal of making the overall experience more convenient and enjoyable. It's not a new launcher or a replacement for Hydra. It's simply my attempt to build on what's already there and add some useful features along the way. What started as a very small idea gradually grew into something much bigger. I kept adding features, redesigning entire parts of the interface, and spending time on little details I never expected to work on in the first place. So today, I'd like to share what I've built so far! 🌍 Available in 9 Languages Before getting into the features, Hydra Nexus supports 9 languages and automatically follows your selected language in Hydra. If you'd rather read about the project and its features in your own language, I've also prepared dedicated GitHub pages for each supported language: English · Português (Brasil) · Español · Русский · العربية · Français · Deutsch · Türkçe · Polski 🎮 Steam Account Management — Where It All Started preview.redd.it I want to start with this particular feature because it has a special place in my heart. It's actually the whole reason Hydra Nexus exists today. I wanted a simple way to manage different Steam accounts directly from Hydra without having to manually switch accounts every time I wanted to launch a game. That got me thinking: What if every game could have its own Steam account and launch mode, and Hydra could remember those settings automatically? And that's how the very first feature of Hydra Nexus came to life. You can now assign a specific Steam account to each game in your library and choose between three launch modes: - Default / Standalone: Launches the game normally without Nexus starting Steam or switching accounts. - Steam Online: Uses your selected personal Steam account in online mode. - Steam Offline: Automatically switches to the selected Steam account and launches Steam in offline mode, including support for shared accounts. Every game can have its own account and launch mode, and Nexus remembers those settings for the next time you play. The idea is to eliminate repetitive steps and make launching games more convenient, especially for people who use multiple Steam accounts. The feature only uses accounts you've already saved in Steam. You'll also need to disable Steam's account selection prompt at startup for automatic switching to work properly. Where to find it: Library → Game Page → Steam button beside Play That was where everything started, but the project didn't stop there. ✨ Nexus Discovery — Rethinking the Hydra Experience preview.redd.it As I continued adding features, I started feeling that Hydra's original interface was a little too simple. That's not necessarily a bad thing, but I felt there was a lot of room to make it more engaging and useful. I didn't just want to change a few colors or add a nice background. I wanted opening Hydra to feel like there was always something new worth discovering. And that's where Nexus Discovery came in. 🏠 A New Home Page — Made for Discovering Games I redesigned the Home page to feel more like an actual game discovery experience. I connected parts of the interface to Steam data, allowing you to explore some of the most actively played games, discover new releases, and find games that might interest you based on what's already in your library. The redesigned Home page now includes: - A cinematic showcase featuring four of the most active games on Steam. - Dedicated sections for discovering new releases. - Game suggestions inspired by your library. - Redesigned game covers and presentation layouts. - Smoother transitions and visual effects throughout the browsing experience. I wanted the Home page to become somewhere you'd actually enjoy spending a little time, whether you're looking for something new to play or just curious about what everyone else is playing. There are also a few more details that I'd rather let you discover for yourselves. 📖 Game Pages — Better Organization, Less Clutter Next, I moved on to the individual game pages. I always felt that putting too much information on a single page could make things feel unnecessarily cluttered, especially when some details are only useful at certain times. So I reorganized the game pages and separated their content into dedicated sections: Overview · Updates · About · Community · Details Instead of scrolling through everything to find what you're looking for, you can jump straight to the section you need. I also worked on reorganizing screenshots, videos, technical details, and reviews to make the pages cleaner and easier to navigate. 📰 Updates — Game News and Patch Notes Inside Hydra This is another addition I was particularly excited about. I connected the new Updates section to Steam, allowing you to keep up with news and updates published by game developers, including: - Patch notes and game updates. - Developer announcements and news. - Update posts and other developer content. You can read everything directly inside Hydra without having to open Steam every time, with options to refresh the feed and load more posts. For now, this section only supports Steam, and there are still a few things I'd like to improve in future updates. 🎨 The Little Visual Details The redesign didn't stop at the Home page and game pages. I also spent time working on the Library, Catalogue, game covers, Downloads page, and the Play Activity and statistics interfaces. I added subtle glass effects, smoother transitions, animations, and lots of small visual touches to make everything feel more connected rather than like a collection of unrelated modifications. Even the Downloads page received a redesign, putting the game's artwork and download progress more prominently in view. I spent days working on these details, sometimes adjusting the smallest things over and over until they looked the way I had imagined. I know UI design is subjective, but I really hope you like how it turned out. 🏆 Achievement Notifications — Inspired by Dynamic Island i.redd.it One of the visual features I had the most fun working on was the new achievement notification system. I wanted unlocking an achievement to feel a little more special than just having a standard notification pop up and disappear. So I designed new achievement notifications with animations and effects inspired by Dynamic Island, including different styles for normal, rare, hidden, and platinum achievements. But I also know some people prefer Hydra's original notification style, so I didn't want to force the new design on anyone. You can switch between the Nexus Discovery notifications and Hydra's original ones, customize the notification sound, and even preview how the notifications look before using them. That's actually a big part of what I want Hydra Nexus to be: giving you more options without forcing you to use them. And of course, there's still more to discover inside Nexus Discovery. 📅 Game Release Calendar — Keep Track of Your Library's Releases preview.redd.it I wanted a simple way to keep track of release dates for games in my library without having to look up every game individually. So I added a built-in calendar that displays your library's game release dates in a monthly view. You can see game covers directly on their release dates and browse between months to check upcoming or past releases. If multiple games share the same release date, the calendar groups them together, letting you browse those games and open their pages directly. Since release dates can change, Nexus refreshes the available information when possible and keeps previously saved dates if a refresh fails. Games without a confirmed release date, or those that only have a release year, are kept in a separate list rather than being assigned an unreliable date. Where to find it: Library → Calendar, after enabling the plugin. 💾 Game Storage Manager — Take Control of Your Game Storage preview.redd.it If you install games across multiple drives, you've probably had moments where you needed to figure out where a game was installed, how much space it was taking up, or how to move it somewhere else. Instead of handling all of that manually, I added a storage management tool directly inside Hydra. You can browse your installed games, check which drives they're on, see available storage space, and sort games by size or when you last played them. You can also open installation folders directly or move selected games between drives. Before moving anything, Nexus checks the destination and required disk space, then verifies the copied files before updating Hydra's installation paths and removing the originals. It also warns you about uncertain installation folders and clearly marks incomplete size measurements. One thing worth mentioning: this tool manages Hydra's installation paths. It doesn't automatically update desktop shortcuts or game registrations in other launchers. 📊 Play Activity — See How You Actually Spend Your Gaming Time preview.redd.it I wanted something more useful than a number showing my total hours played. I wanted to look back and see which games I'd been spending time on, when I played them, and how my gaming activity changed over the days and weeks. So I built a play session tracking system with its own dedicated interface. You can see your total playtime, active days, the last time you launched a game, and a history of individual sessions with their start times, end times, and durations. There are also weekly and monthly recaps, along with custom date ranges and detailed statistics for individual games. I redesigned the statistics pages as well, with charts and more detailed session information to make everything easier to understand. You can manage or disable recap notifications without having to disable session tracking itself. One limitation worth mentioning is that detailed session history starts when Nexus begins tracking your activity. It can't recreate older sessions from previously recorded total playtime. 📥 Custom Extraction Paths — Download to One Drive, Extract to Another preview.redd.it Sometimes you want to download a game's archive to one drive but extract or install the actual game somewhere else. That's why I added the Extract Path option to Hydra's download settings. You can choose a custom destination for automatic extraction instead of being limited to the folder where the downloaded archives are stored. Nexus remembers your last selected destination and maintains a separate extraction path for each download in the queue. It also creates a dedicated folder for the game inside your chosen destination. The original archives stay in their download location so downloads can still be resumed or seeded, unless you separately enable the option to delete them after extraction. ⏻ Download Finish Actions — Let Your PC Handle the Rest preview.redd.it Have you ever left your PC downloading a game overnight, even though you didn't need it running once everything finished? I added a small feature for exactly that situation. You can choose what happens after the entire download queue and all enabled extraction tasks are complete: - Receive a notification when everything finishes. - Put your PC into Sleep mode. - Automatically shut down your PC. For Sleep and Shutdown, Nexus gives you a 60-second countdown before taking action, so you have time to cancel. And if you add another download, Nexus goes back to waiting until the queue is finished again. 👻 Invisible Mode — More Control Over Your Privacy preview.redd.it Sometimes you just want to use Hydra and play games without sharing your activity with others. That's why I added Invisible Mode. It gives you more control over activity sharing in Hydra while still allowing you to use your library and keep tracking your progress locally. Once the plugin is enabled, you can control Invisible Mode directly from your account menu without having to go back into Nexus settings every time. The goal is to give you better control over your privacy, although some game notifications and presence updates still depend on Hydra's servers. 📑 Game Tabs — Browse Games Like You Browse Websites preview.redd.it One small thing I always felt was missing from Hydra was the ability to keep multiple game pages open and easily switch between them. So I added a browser-style tab system. You can right-click any game in your Library or Catalogue and select Open in New Tab. This lets you keep multiple game pages open and switch between them instead of repeatedly going back and searching for the same games. Even better, Nexus preserves your Catalogue state while switching tabs, including search results, active filters, and scroll position. Tabs are kept for your current Hydra session and aren't restored after completely closing and restarting the application. 🧱 Game Page Layout — Organize Game Pages Your Way Not everyone needs the same sections on their game pages. Some people care more about reviews, while others prefer screenshots, videos, or technical information. That's why I added a tool for customizing game page layouts. You can hide sections you don't use, such as screenshots, videos, reviews, and similar games, and rearrange supported sections to better suit your preferences. You can also decide whether visibility settings apply only to games in your library or to all game pages. Your preferences are saved even if you disable the plugin and enable it again later. 🎨 Custom Backgrounds — Make Hydra Feel More Like Yours i.redd.it If you enjoy customizing your applications, this one's for you. You can use your own local images or videos as Hydra's background instead of being limited to the current theme background. I also added controls for background darkness and blur, along with an option to automatically pause background videos when Hydra isn't active to avoid unnecessary resource usage. And whenever you want, you can restore your original theme background without manually modifying any theme files. ⚙️ Plugins & Updates — Use Only What You Actually Want From the beginning, I didn't want to force all these features on everyone. That's why I built a plugin system that allows you to enable or disable individual features. If you're only interested in Steam account management, you can use that without enabling everything else. And if you enjoy customization, you can enable Nexus Discovery, custom backgrounds, and whichever additional tools you prefer. I also added an update system that can check for new Nexus releases directly from Hydra and verify the downloaded installer before updating. Throughout development, I've tried to make the new menus, settings, and controls feel like a natural part of Hydra rather than a bunch of separate tools added on top. 📦 Download & Installation There are also some additional features I haven't covered in this post. You can explore all of them in the project's GitHub repository. Hydra Nexus is open-source and available on GitHub: M0KA40/Hydra-Nexus Releases & Downloads: github.com/M0KA40/Hydra-Nexus/releases/latest Hydra Nexus is an independent community project and is not officially affiliated with the Hydra Launcher team, Steam, or the other services it integrates with. ❤️ One Last Thing When I first started this project, I honestly never imagined it would grow this much. All I originally wanted was to fix a small annoyance I had when using Steam with Hydra. But every time I finished a feature, another idea would come to mind. Sometimes I'd even end up redesigning an entire part of the interface just because I felt it could be better. I've learned a lot while building this project, and there's still plenty I want to improve. I'm just one person working on this project, so you might run into bugs or things that still need a bit of polish, especially in newer areas like Nexus Discovery and Nexus Cloud. I'm still working on improving the existing features and keeping Nexus compatible with future Hydra updates. If you decide to give Hydra Nexus a try, I'd genuinely love to hear what you think. You can also add me as a friend on Hydra through the Nexus section in Settings and share your feedback with me directly. Thanks to everyone who took the time to read about the project or give it a try. I really hope it makes your Hydra experience a little more enjoyable, just like I wanted it to be for myself. ❤️
The fastest open-source time series database with the best compression ratio. Inspired by ideas from ALP & Chimp. Built with Opus 5.5. Supports aggregations + TWA + LTTB. IntelliStream-DataHub/intellistream-tsdb Still early, data format will change. t.co
[Paper] RidgeFill: Training-Free Late-Layer Cache Fill for Faster Prefill >We introduce RidgeFill, a training-free way to shorten prefill by not computing most of a model's upper layers for the prompt. The lower layers run exactly up to a split; from the split layer's state, a ridge regression fitted once in closed form predicts every later layer's input, and each late layer writes its cache from that prediction with its own projections unchanged. A chosen set of rows, the last few thousand tokens and every decoding step run the full model, so nothing is trained and no token is dropped. On Qwen3.8-Flash-Next in vLLM, time to first token is 1.50 to 1.60x faster than exact at 9K to 32K tokens, and a whole 64K request drops from 82.6 s to 47.5 s, with RULER's needle tasks at 99.8 against 100.0. On Qwen3.8-27B in a llama.cpp fork on one A100, it is 1.25 to 1.31x faster at 16K to 120K tokens; RULER changes by -1.2 and -1.4 points and LongBench v2 by -1.4, and the 95% intervals include zero but do not rule out losses of a few points. On three 8 to 9B reference models, the fitted map retrieves 49.1 and 49.6 more filled-region RULER points than the identity (ie, full layer bypass) fill on the two dense models. - OpenReview (Archived Copy) - PDF - DOI - Project page - GitHub (llama.cpp fork for Qwen3.8 27B, quick start) - GitHub (data) - HuggingFace (maps for five models) This idea was borne originally from DeepSeek's V4.1 architecture. Originally we found the method to be a portable idea applicable to other models, but noticed a significant decline in context recall tasks and general usability. This isn't an issue in DSV4.1 because the model is trained as a whole with the prefill approximation in place, so the model absorbs the error, generally speaking. The question then shifted to be more about how this can be adopted for other models, while improving usability. From that point, the work shifted primarily to finding where exactly the error lives in the "filled" portions, and how to measure that error and reduce it. Based upon those findings, we recognized that we could train this component more intensely to remove error. This was counter-intuitive to our goal of making this easier for community adoption. It could also have the downstream effect of making the trained component more task-dependent and less generalized. We decided against this. Instead, we simply chose to simply bypass projections of the most sensitive portions of prefill. By embracing this, it allows everyone to produce their own versions of this method on different models with standard local-inference grade hardware. If you choose to adapt this method, I strongly recommend adjusting the mechanisms on a per-model basis. Across different architectures, this method should be tuned. The paper details fairly exhaustive ablations and measurements in pursuit of this. The Qwen3.8 27B version of this is available to use now via our fork of llama.cpp and the files for RidgeFill on HF. This method is also implemented in tcclaviger's fork of VLLM and Deadcode's engine, Radiance (on v1.3.0 only) for Qwen3.8 Flash Next. Big thanks to all the testers and support fromdiscord.ggthe Launch80 community!
Show HN: TextoCAD – Text to editable CAD (STEP/STL), runs locally with your key
Raw data: hyperdimensionalcomputingai/graph-benchmark-ldbc-complex Disclaimer: these are not official benchmarks, but they're close and reproducible from the harness linked.
I built PeerCode 🚀 A collaborative coding platform for interview practice with video calls, chat, & a multi-language code editor. 🛠️ MERN 🔗 Demo: ialksng.me 💻 Code: ialksng/peercode More projects: ialksng.me #WebDevelopment #BuildInPublic
Tymeslot v1.36.0 is out! 📅 The open-source booking app adds 2 themes (Paper & Folio) and Spanish support. Available soon: github.com/Tymeslot/tymeslot/releases/tag/v1.36.0 pikapods.com #opensource #smallbusiness #ownyourdata #privacy t.co
Location: Kolkata, India (UTC+5:30) Remote: Yes, remote-first, comfortable working async across timezones Willing to relocate: Yes Technologies: Rust, TypeScript, C#/.NET, distributed systems, network protocols (gRPC, SSZ-REST, binary transports), MCP, ZK (Groth16/Arkworks, RISC Zero) Résumé/CV: github.com/Dyslex7c Email: ritsphs@gmail.com Final-year CS student (graduating mid-2027), available immediately for internship, contract, part-time or full-time roles. Looking for roles in AI agent infrastructure and runtimes, distributed backend, or protocol and consensus engineering. Recent work: - Nethermind (Ethereum client, C#), SWE intern, Mar-Jun 2026: worked on Pureth (trustless log and state indexing). Built an SSZ-REST binary transport that cut latency 4.8x vs JSON-RPC, and did a type-unification refactor (long/UInt256 to ulong) across ~1,300 files, reviewed by core engineers. Also fixed failing state-transition spec tests. - Grandine (Rust consensus client): integrated the Ziren zkVM for off-chain execution verification (merged PR #385). - LayerEdge, SDE intern: built a Rust service on the RISC Zero zkVM, with Merkle-tree state-change detection to avoid redundant ZK proof verification. - Spigot (open source): an MCP control plane and per-call billing gateway for autonomous agents, with tool-call authorization, budget caps, atomic ledgering and idempotency. Live: spigot.sh | Repos: github.com/orgs/Spigot-SH/repositories - cadas-core (Rust): BFT consensus research prototype with fault-injection simulation. Also contributed to Reth, Besu, Ream and Forest (PR links in my GitHub profile README). Won the Unfold 2024 hackathon's Bullieverse AI Agent track. I like turning specs into working code and finding spec-vs-implementation bugs.
Before your Frames (Before your Eyes VR mod for Steam Frame) is out! Hey all! TL;DR: Please give Before Your Eyes a try for $2, now in VR with gaze-interactions and blinking! You don't even need a controller, you can sit down on your sofa and blink away: davidciglesias/before-your-frames edit: thanks everyone! 0.8.0 out now with a PCVR installer script too, in case it helps! Also added the option to use HMD aim but eye tracked blinks edit2: 0.9.0 with levelled horizon and better script to install! --- I love Before your Eyes -an incredibly original short narrative game that everyone should experience at least once- so much that I bought a PSVR2 when I heard that it was getting an Eye-Tracked version, and when I finally sold my PSVR2, the game was the o8ine that I missed the most. Back then I owned a Quest Pro and it had Eye-tracking, but the game never made it to Steam in the eye-tracked version, so I tried making a VR version myself and it didn't go well. Years later, I finally got a Steam Frame, and living in the vibecoding era, I knew I had to try again. I spent a week working on this after work, and doing my best to keep it close to the original experience while allowing gaze-based interactions, and in the end I even managed to make it work relatively well as a standalone game for Steam Frame! So I am proud to present to you... Before your Frames. It uses frameeyeosc on standalone to keep track of your pretty eyes and blinks, and alternatively Steam Link with OSC output if you want to go the PCVR path. The mod is designed to be played only by gazing and blinking, so I recommend that you use frameeyeosc and adjust the settings and "training" so that you can use the eye-tracking comfortably. PSA: I've completed the game on both Steam Frame standalone and Steam Link PCVR, and both times it was great, but of course, I may have missed a few bugs and it is by no means an absolutely perfect experience. Feel free to comment if you get any trouble any I'll do my best to help. Thanks!
@samytsunaze @cmoisamii Yep Djihads80/Eglantine Il se développe à toute vitesse car la switch 2 n'est qu'une switch 1 boostée.
基于 cloudflare 造的邮件 web 服务 mailroom 部署在你自己 Cloudflare 账号上的邮件中心。一次部署可以管理任意多个域名,每个域名有自己的邮箱地址、收件箱、联系人、群发、API key 和 webhook 。 fdddf/mailroom 这个本质上是用 cloudflare 的 email service 可以收信和发信(需要月付 5 刀),每天能发 1000 封邮箱,一般注册订阅基本够了。发信有队列支持, 支持 bark 设置提醒, 自定义订阅 form 等。 更多可以看 readme 直接点按钮在 cloudflare 上部署
@lsanger I have been working on a bible app too, totally offline and built in rust. Next steps are to get it into an app format so works directly on iOS and Android. Would love your feedback. 🙏🏻 trentster/bible-rs
I built EvoStore 🚀 An e-commerce platform featuring customer shopping experiences and an admin workspace. 🛠️ Full-stack web development 🔗 Demo: ialksng.me 💻 Code: ialksng/evostore More projects: ialksng.me #WebDevelopment #BuildInPublic
@centrodocampo criei um bug pra me lembrar de analisar. Vou atualizando aqui e na proxima versao se conseguir corrijo 😁: fm27-ptbr-release#11
OpenAMRobot 2.0: we merged the combined model of an open-source mobile base + lift + two OpenArm 2.0 arms (ROS 2, MoveIt, Gazebo) Hi r/ROS, We are building OpenAMRobot 2.0, an open-source dual-arm mobile manipulator for embodied AI. Today we merged the combined robot model: the mobile base, a 350 mm lift and two OpenArm 2.0 arms (7 DoF each) in one URDF, running with MoveIt and Gazebo, shoulder at 1.00 to 1.35 m. The lift is next as a planned joint. Stack: ROS 2, Nav2, MoveIt 2, ros2_control, micro-ROS on an STM32H723 for the base, one Jetson Orin NX for everything high-level, plus a demonstration recording pipeline with an ACT baseline. Repo: openAMRobot/openamr-upperbody-sw 3D model in the browser: docs.openamrobot.ai rc.1 on 20 November, v2.0.0 on 18 December after physical integration in Berlin. Software MIT, hardware CERN-OHL-P-2.0. Questions for you: how would you model the lift for whole-body planning in MoveIt 2, as a planned prismatic joint in the arm groups or as a separate group? Feedback and contributors welcome. preview.redd.it
@zehf check out Thaw for this thaw-app/Thaw but that's how i did it before the enlightening
this is still quite claudish tbh maybe try running github.com/jyn514/dotfiles/tree/dev/skills/tighte… and holistic-writing on it
@oldstackjournal since I'm using reporails for managing my instructions, medium effort is plenty (reporails/cli)
Grok built me this Rust Sensei iPhone app. Just the basics for now, but useful for reading when I'm waiting around with little quizzes at the end of each small lesson. philwhln/rust-sensei t.co
Get the code by doing this in your terminal: git clone uncoalesced/parentheses cd parentheses pip install -r requirements.txt
I built FileWiz 🚀 A browser-based file utilities app built to make everyday file operations easier. 🛠️ MERN 🔗 Demo: ialksng.me 💻 Code: ialksng/filewiz More projects: ialksng.me #WebDevelopment #BuildInPublic
[RFC] Cluster Best Practices: An automated advisor for proper OpenSearch usage · Issue #23468 (#OpenSearch community, your input and insight would be greatly appreciated) #opensource #OpenSearchAmbassador OpenSearch#23468
[RFC] Cluster Best Practices: An automated advisor for proper OpenSearch usage · Issue #23468 (#OpenSearch community, your input and insight would be greatly appreciated) #opensource #OpenSearchAmbassador OpenSearch#23468
FMX: a free jungle/breakcore firmware for the M-VAVE FM-1 (1.0.0 beta) Hi all, FMX is out. It’s a free, open source firmware that turns the FM-1 into a four-track jungle and breakcore groovebox. You get a chopped break, a reese or sub bass, pads over generated chords, and a chop track for stabs, sliced loops or a lead. Each track has its own generator, so the music keeps moving while your hands do the rest. You pick sections, mute and bring in tracks, throw effects, and go from one song to the next without stopping. I wanted to be able to plug the FM-1 into a sound system at a party and play a short set from it. Some of you saw bits of this in my earlier posts and kept asking when it would be ready. Thank you for waiting so patiently, and for every comment and question along the way. They kept me going. I’m an amateur at EVERYTHING. This is my first project for the FM-1, and also the first thing I’ve ever released publicly, anywhere. I spent almost a month on it, and most of that time went into balancing small details: how the bass sits against the kicks, when a change should land, what an effect does the moment you let go of the key. Most of all I wanted it to feel good to play live. In the video I run through some of what it can do, but there’s a lot more in there. Explore it yourself, experiment, and find your own sounds. This video is a bit sloppy tho. My earlier video posts give a better idea of how you can actually play the thing, so check those out too. What’s in it: - BREAK: 14 built-in breaks, loops A to D re-sequenced live, styles from STRAIGHT to CHAOS - BASS: reese and sub basses playing a two-bar call and answer tied to the break’s kicks - CHORDS: pads, keys and organs over a generated progression, and the bass can follow the root - CHOP: a 16-pad kit, a sliced loop played in time with the drums, or a lead - LIVE mode has one fixed control map. White keys 1 to 7 pick the section (INTRO, BUILD, DROP, ROLL, BREAKDOWN, DROP 2, OUTRO), 8 moves to the next song, 9 to 12 mute tracks, and 13 to 16 are held moves. Changes wait for the bar, so they always land in time. - STUDIO mode is for building songs track by track. (Switch modes with HOME) - Hold FX for the FX panel: 12 effects in three groups that you can aim at any track (dub reverb, echo throws, freeze, tape stop, PSX crush and more) - A set holds up to four songs. AUTO plays each one through its arrangement and moves into the next with a bridge, a swap or a cut. The video only covers some of the features. I’d love for you to dig into the firmware yourself, try things, break things, and find sounds I never thought of. There’s a user manual on the GitHub page already, but it’s rough. I’ll put together a better one there later. On the companion page, the emulator has a checkbox called “Show what each control does now”. Tick it and every button and knob gets a label for whatever it does on the current screen. Use it, because there are way too many controls to remember. I made this thing and I still forget half of them. You install it from the browser at ernestorebane.github.io (Chrome, Edge, or Chrome on Android). The same page runs the real FMX engine as an emulator, so you can try it before you flash anything. The companion page also has a sample importer. Drop your WAV files on it and it works out whether each one is a break, a loop, a kit hit or an instrument (you can change that if it guesses wrong). Kit hits go onto a kit’s 16 pads. Then you pick the quality (22, 16 or 11 kHz) and send everything to the FM-1. Room is tight, 320 KB in total, so lower quality buys you more seconds. You can also drop MIDI files there, and the CHOP track will play their tunes in the song’s key. This is a beta, so back up before you update. If something breaks, please open an issue on GitHub (ErnestoRebane/fmx) I’d be really happy if someone forks it or builds their own firmware on top of it. I’m an amateur at coding, and at music and performing too, so FMX is simply the firmware I have the most fun playing. Someone who knows more about any of this could take it somewhere much better. FMX stands on other people’s work: SLOOP by isod89, Felucca by Leo Kuroshita / Hügelton Instruments, and X0X by charlesvestal. The built-in breaks come from OaSyntax’s “Jungle Breaks” pack on Freesound (CC BY 3.0).
Build Anything (BAA) – an open-source developer toolkit I've been working on I've been working on an open-source project called Build Anything (BAA), and thought I'd share it here to get some feedback from other developers. The idea behind BAA is to bring useful developer tools together in one place, with a focus on AI-assisted development and AI agent workflows. BAA currently includes an MCP server that allows AI agents to interact with its development workflows. Some of the areas it covers include: - AI agent integration - MCP server support - Project generation - Code analysis - Debugging tools - Developer automation - Project verification It's still a work in progress, and there's plenty I'd like to improve. I'd particularly like to hear from developers who use AI coding agents: - What would you most want an AI agent to be able to do through MCP? - Which development tasks do you find most frustrating to automate? - What would make a tool like BAA genuinely useful in your workflow? onest feedback, suggestions and criticism are all welcome. I've been working on an open-source project called Build Anything (BAA), and thought I'd share it here to get some feedback from other developers. The idea behind BAA is to bring useful developer tools together in one place, with a focus on AI-assisted development and AI agent workflows. BAA currently includes an MCP server that allows AI agents to interact with its development workflows. Some of the areas it covers include: - AI agent integration - MCP server support - Project generation - Code analysis - Debugging tools - Developer automation - Project verification It's still a work in progress, and there's plenty I'd like to improve. I'd particularly like to hear from developers who use AI coding agents: - What would you most want an AI agent to be able to do through MCP? - Which development tasks do you find most frustrating to automate? - What would make a tool like BAA genuinely useful in your workflow? Honest feedback, suggestions and criticism are all welcome. GitHub: https://github.com/notweirdguy4212/BAA
I built SmartSphere 🚀 An AI-powered workspace for document management, smart search, and automatic summarization. 🛠️ MERN + AI 🔗 Demo: ialksng.me 💻 Code: ialksng/smartsphere More projects: ialksng.me #WebDevelopment #BuildInPublic
FPGA Chess engine I wanted to see how good a FPGA can be at chess. It was interesting watching the architecture progress from something that barely played intelligent moves to an engine I can no longer beat. It runs on either the de0cv, de10-lite FPGA or anything else you could port it to. There is a separate microcontroller that hosts the website to play against the FPGA. In a 10 second search, it explores around 400,000 nodes, reaching 6 ply deep with some lines going out to 11 plies. Pretty wild that the whole system does this on around 10 watts. preview.redd.it De0cv + Raspberry Pi Zero 2 W over spi -- phase0noise/FPGAchessDE0CV De10-lite + rpi pico W over uart -- phase0noise/DE10LiteChess Feel free to use, modify, or play chess against any of these projects.
I benchmarked my own agent skill, and today's Claude barely needed it I wanted to write an agent skill that makes coding agents better at data analysis. The kind of mistakes I had in mind are the ones that produce a confident, wrong number: a "Total" row summed together with the countries, a join that duplicates orders, averaged p99s, timed-out requests that vanish from the latency percentiles, an A/B test that was supposed to split 50/50 and came back 50.7/49.3. Every rule in the skill comes from a paper or official documentation. But before claiming it helps, I wanted to measure it. The benchmark I built 30 realistic cases, each with one planted trap and a correct answer computed by code: - 19 data-analysis traps (subtotal rows, join fan-out, average of averages, NA parsed as null when it's Namibia, partial weeks, sample ratio mismatch, segment fishing, Simpson's paradox, …) - 8 performance and reliability traps (closed-loop load tests, a saturated load generator, retries counted as requests, tail-sampled traces, regression to the mean after a "perf sprint", …) - 3 tasks where the agent measures its own work (fix a flaky test and confirm it, report a speedup, measure logging overhead) Each case ran with and without the skill on Claude Haiku 5.5 and Sonnet 5.5, graded by an LLM judge (Sonnet, 3 votes per grader). The result | | With skill | Without skill | |---|---|---| | Haiku 5.5 | 61/61 | 58/61 | | Sonnet 5.5 | 61/61 | 60/61 | Today's Claude models already avoid nearly all of these traps, including the harder performance ones. The skill fixed every baseline miss (-1 timeout sentinels, which both models missed, plus a closed-loop load test hiding a stall and an overhead number reported without uncertainty on Haiku) and introduced no new failures. But with one run per arm, that's "catches occasional slips", not a large effect. That's what the README says. What I learned 1. Skills help most where the model's knowledge is weakest. The same week I wrote a skill for upgrading to TypeScript 7, which shipped after the models' training cutoff. There the gains were real: graders passed went from 10/18 to 17/18 on Sonnet and 7/18 to 15/18 on Haiku, on small samples with offline agents. Mainstream analysis practice is already in the model. Post-cutoff releases and exact operational details are not. 2. Check your test cases before you trust a baseline failure. Across both projects, several of the "failures" I first saw were flaws in my own cases: an effect I hadn't intended in the data generator, a grader that was too strict, a premise that contradicted itself. Once, Haiku correctly pointed out that a case's premise was wrong. 3. A skill that doesn't activate doesn't help. In the benchmark the skill activated by itself in 22/30 Haiku runs. Its description listed data types and trap names. The prompts it missed asked for an action: "should we roll back?", "confirm it's fixed", "measure the overhead". I rewrote the description to say when to load it ("at the start of any task whose answer will include a number … before reading files, running benchmarks or editing code"). In a short trigger test on Haiku (first 3 turns, 2 rounds), activation on 10 queries the description was never tuned on went from 7/20 to 20/20, with no activations on 10 unrelated queries. Try it The benchmark runs against any agent, with or without the skill. If you run it on another model or agent, I'd like to see the results: boranfurkan/trustworthy-data-analysis
Interea discord theme I found a relatively new discord theme of our beloved space emperor here:LeonTheFVN/Interea-discord-theme You use it together with vencord and poof, our beloved space emperor is on screen. I really suggest you try it out to get some extra dopamine!
スプレッドシートに「最適化問題を解く」というメニューがあることに気づいた。組み合わせ最適化問題ソルバOR-tools google/or-tools をGemini経由で呼び出すもののようだ。
I built TruthLens 🚀 An AI-powered news analysis app that evaluates credibility, bias, clickbait, and emotional tone. 🛠️ MERN + AI 🔗 Demo: ialksng.me 💻 Code: ialksng/truthlens More projects: ialksng.me #WebDevelopment #BuildInPublic
Zen v0.29.0 is out! 🚀 New: Hungarian UI, ~12 MB less memory use. Fixed: garbled text on non-UTF-8 sites, filter rules applying to the wrong kinds of requests. Full notes: github.com/irbis-sh/zen-desktop/releases/tag/v0.2… #privacy #opensource #freesoftware #foss #adblocker
Senior DevOps Engineer Location: Warsaw, Poland Remote: Preferred, Hybrid also OK Willing to relocate: No Technologies Infrastructure & Operations: AWS, Terraform, Linux, Kubernetes, Helm, Argo CD, Prometheus, Datadog Languages: Go, Python Databases: PostgreSQL, MongoDB, ClickHouse Links LinkedIn: linkedin.com GitHub: github.com/eldhugr Email: creosonic at gmail.com Looking for DevOps, Infrastructure, Platform Engineer, or SRE roles.
Why your INP can fall after one more click By Aditya Reddy Say you have a page with 49 interactions. The slowest took 480 ms, followed by 320 ms and 240 ms. Everything else was faster. Your INP is 480 ms. Now click something fast. You have changed no code, and that slow interaction still takes 480 ms. The score for the visit drops to 320 ms anyway. That's the part of INP I wanted to explain in my Event Timing specification PR. The PR is still open. A single number on a dashboard hides quite a bit of bookkeeping. What happened at click 50? INP skips one longest interaction for every complete group of 50 interactions. At 49, it picks the longest. At 50, it picks the second longest. The INP guide explains the reason for excluding these outliers on pages with lots of interactions. For our example, assuming all the extra interactions are below 240 ms: | Interactions so far | Longest values skipped | INP candidate | | --- | --- | --- | | 49 | 0 | 480 ms | | 50 | 1 | 320 ms | | 99 | 1 | 320 ms | | 100 | 2 | 240 ms | So you can cross two of these boundaries and go from 480 to 240 ms without fixing the 480 ms interaction. Nice dashboard, same slow click. The selection code in web-vitals amounts to this, with the latencies sorted from longest to shortest: const skip = Math.floor(interactionCount / 50); const index = Math.min(skip, descendingLatencies.length - 1); const candidate = descendingLatencies[index]; You need at least one candidate for this fragment. It is only the selection step, not a complete collector. web-vitals retains up to ten of the longest interactions, so the list can be much shorter than the interaction count. Count interactions, not event entries There is another place to get the numbers wrong before you even reach that selection. A click can leave several PerformanceEventTiming entries. Take these made-up values from one visit: | Interaction ID | Event | Duration | | --- | --- | --- | | 7 | pointerdown | 320 ms | | 7 | pointerup | 296 ms | | 7 | click | 280 ms | | 14 | click | 480 ms | | 21 | keydown | 240 ms | The first three rows belong to one interaction. Its latency is 320 ms, the longest duration in that group. Adding them gives 896 ms, but those durations overlap. Five rows here give us three interactions, with latencies of 320, 480 and 240 ms. Group by the nonzero interactionId. Leave entries with ID zero out of this calculation. The Event Timing spec describes how those IDs group related events. Your observer may have missed some of it For entries of type event, the default duration threshold is 104 ms. You can register an observer with durationThreshold: 16 to receive shorter events going forward. That does not bring back all the fast events from before registration. Even with buffered delivery, you only get the earlier entries that were kept under the default threshold. This is covered in the spec's measurement section. That's why the total interaction count and your observed list length need to stay separate. A fast interaction can increase the count without appearing in that list. Lowering the threshold late won't recover its duration. I would use web-vitals for production collection. There is first-input handling, page visibility and back/forward cache restoration to account for too. Code running in one window also cannot see every interaction in an embedded frame. When debugging the score, keep the selected interaction's ID and latency along with the total count. If the score drops, check which interaction it picked. And if you are fixing that 480 ms click, compare the click itself before and after the change under similar conditions. The proposed spec section puts the grouping, selection, observer threshold and retained-list limit together. The fast click at interaction 50 is a useful example of why those details matter.
If you look at Noodle backlog you will notice that we are a couple of commits away from making possible that you can engineer your own productivity software just for you and your own AI agents. 😉 The future is wild. github.com/pdparchitect/noodle/issues
@SehmatRT @chaaai Probably I’d use something existing like OathTech/cerberus-lean from @miike , which iirc has some small bugs but is on net likely the most viable current option.
Hydra Nexus — Uma experiência totalmente nova com o Hydra 🚀 E aí, pessoal! 👋 Pra quem usa o Hydra Launcher, queria compartilhar um projeto no qual venho trabalhando há algum tempo, chamado Hydra Nexus. Pra quem ainda não conhece, o Hydra é um launcher de jogos para PC. Já o Hydra Nexus é uma extensão independente e de código aberto que desenvolvi para adicionar funcionalidades, ferramentas e opções de personalização que eu sempre quis ter no Hydra, com a ideia de tornar a experiência mais prática e agradável. Não é um launcher novo, nem uma alternativa ao Hydra. É simplesmente uma tentativa de aproveitar o que já existe e melhorar a experiência com alguns recursos extras. Tudo começou com uma ideia bem pequena, mas, aos poucos, o projeto foi crescendo muito além do que eu imaginava. Fui adicionando funcionalidades, redesenhando partes inteiras da interface e dedicando tempo a detalhes nos quais nunca pensei que acabaria trabalhando. Então, hoje quero mostrar pra vocês um pouco do que desenvolvi até agora! 🌍 Disponível em 9 idiomas Antes de falar das funcionalidades, vale mencionar que o Hydra Nexus oferece suporte a 9 idiomas e acompanha automaticamente o idioma selecionado no Hydra. Se você prefere conhecer o projeto e seus recursos no seu próprio idioma, também preparei páginas no GitHub para cada um dos idiomas disponíveis: English · Português (Brasil) · Español · Русский · العربية · Français · Deutsch · Türkçe · Polski 🎮 Gerenciamento de contas Steam — Onde tudo começou preview.redd.it Quero começar por essa funcionalidade porque tenho um carinho especial por ela. Na verdade, foi justamente por causa dela que o Hydra Nexus surgiu. Eu queria uma maneira simples de gerenciar diferentes contas Steam diretamente pelo Hydra, sem precisar ficar trocando de conta manualmente toda vez que fosse abrir um jogo. Foi aí que pensei: e se cada jogo pudesse ter sua própria conta Steam e um modo de inicialização específico, e o Hydra lembrasse dessas configurações automaticamente? E assim nasceu a primeira funcionalidade do Hydra Nexus. Agora você pode associar uma conta Steam específica a cada jogo da sua biblioteca e escolher entre três modos de inicialização: - Default / Standalone: Inicia o jogo normalmente, sem que o Nexus abra o Steam ou altere a conta em uso. - Steam Online: Utiliza a conta Steam pessoal selecionada no modo online. - Steam Offline: Alterna automaticamente para a conta escolhida e inicia o Steam no modo offline, incluindo suporte a contas compartilhadas. Cada jogo pode ter sua própria conta e seu próprio modo de inicialização, e o Nexus guarda essas configurações para a próxima vez que você jogar. A ideia é eliminar etapas repetitivas e facilitar a vida de quem utiliza várias contas Steam. O recurso utiliza apenas contas que já foram salvas no Steam. Para que a troca automática funcione corretamente, também é necessário desativar a tela de seleção de contas na inicialização do Steam. Onde encontrar: Library → Página do jogo → Botão Steam ao lado de Play Foi assim que tudo começou, mas o projeto não parou por aí. ✨ Nexus Discovery — Repensando a experiência com o Hydra preview.redd.it Conforme fui adicionando novas funcionalidades, comecei a sentir que a interface original do Hydra era simples demais. Isso não é necessariamente algo ruim, mas eu enxergava bastante espaço para torná-la mais interessante e funcional. Eu não queria apenas trocar algumas cores ou colocar um fundo bonito. Queria que, ao abrir o Hydra, você sentisse que sempre havia algo novo para descobrir. Foi daí que surgiu o Nexus Discovery. 🏠 Uma nova página inicial — Feita para descobrir jogos Redesenhei a página inicial para que ela funcionasse como um verdadeiro espaço de descoberta de jogos. Integrei partes da interface aos dados do Steam, permitindo explorar alguns dos jogos mais populares no momento, descobrir lançamentos recentes e encontrar títulos que possam combinar com seus interesses com base nos jogos da sua biblioteca. A nova página inicial inclui: - Uma apresentação cinematográfica com quatro dos jogos mais ativos do Steam. - Seções dedicadas à descoberta de novos lançamentos. - Sugestões de jogos inspiradas na sua biblioteca. - Um novo visual para as capas e a apresentação dos jogos. - Transições mais suaves e efeitos visuais que tornam a navegação mais agradável. Queria transformar a página inicial em um lugar onde você realmente tivesse vontade de passar um tempo, seja procurando algo novo para jogar ou simplesmente vendo o que a galera anda jogando. Também deixei alguns detalhes para vocês descobrirem por conta própria. 📖 Páginas dos jogos — Mais organização, menos poluição visual Depois disso, passei a trabalhar nas páginas individuais dos jogos. Sempre achei que concentrar informações demais em uma única página podia deixar a navegação confusa, principalmente quando alguns detalhes só são úteis em determinadas situações. Por isso, reorganizei as páginas e distribuí o conteúdo em seções específicas: Overview · Updates · About · Community · Details Em vez de precisar rolar a página inteira procurando uma informação, agora você pode acessar diretamente a seção que deseja. Também reorganizei capturas de tela, vídeos, informações técnicas e avaliações para deixar tudo mais limpo e fácil de navegar. 📰 Updates — Notícias e atualizações dos jogos dentro do Hydra Essa foi outra funcionalidade que fiquei especialmente animado em desenvolver. Integrei a nova seção Updates ao Steam, permitindo acompanhar notícias e atualizações publicadas pelos desenvolvedores dos jogos, incluindo: - Notas de atualização (patch notes). - Notícias e anúncios dos desenvolvedores. - Publicações sobre atualizações e outros conteúdos dos estúdios. Você pode ler esse conteúdo diretamente no Hydra, sem precisar abrir o Steam toda hora, além de atualizar a lista de notícias e carregar mais publicações. Por enquanto, essa seção funciona apenas com o Steam, e ainda há alguns pontos que pretendo melhorar nas próximas atualizações. 🎨 Os pequenos detalhes visuais A reformulação não ficou limitada à página inicial e às páginas dos jogos. Também dediquei bastante tempo à biblioteca, ao catálogo, às capas dos jogos, à página de downloads e às interfaces de atividade e estatísticas. Adicionei efeitos sutis de vidro, transições mais suaves, animações e vários pequenos ajustes visuais para que tudo parecesse fazer parte de uma mesma experiência, em vez de um conjunto de modificações independentes. Até a página de downloads ganhou um novo visual, dando mais destaque à arte do jogo e ao progresso do download. Passei dias trabalhando nesses detalhes, às vezes ajustando pequenas coisas várias vezes até chegar ao resultado que tinha em mente. Sei que design é uma questão de gosto pessoal, mas espero de verdade que vocês gostem do resultado. 🏆 Notificações de conquistas — Inspiradas na Dynamic Island i.redd.it Uma das partes visuais que mais gostei de desenvolver foi o novo sistema de notificações de conquistas. Eu queria que desbloquear uma conquista fosse um momento um pouco mais especial, em vez de simplesmente aparecer uma notificação comum que desaparece logo depois. Então, criei novas notificações com animações e efeitos inspirados na Dynamic Island, incluindo estilos diferentes para conquistas normais, raras, ocultas e de platina. Mas também sei que algumas pessoas preferem o visual original do Hydra, então não quis obrigar ninguém a utilizar o novo estilo. Você pode alternar entre as notificações do Nexus Discovery e as notificações originais do Hydra, personalizar o som e até visualizar uma prévia antes de usar. Essa é, inclusive, uma parte importante da ideia por trás do Hydra Nexus: oferecer mais opções sem obrigar ninguém a utilizá-las. E, claro, ainda tem muita coisa para descobrir dentro do Nexus Discovery. 📅 Calendário de lançamentos — Acompanhe os jogos da sua biblioteca preview.redd.it Eu queria uma maneira simples de acompanhar as datas de lançamento dos jogos da minha biblioteca, sem precisar pesquisar cada título separadamente. Por isso, adicionei um calendário integrado que organiza as datas de lançamento dos jogos da sua biblioteca em uma visualização mensal. Você pode ver as capas dos jogos diretamente nos dias de lançamento e navegar entre os meses para conferir lançamentos futuros ou anteriores. Quando vários jogos compartilham a mesma data, o calendário os agrupa, permitindo visualizar os títulos e abrir suas páginas diretamente. Como as datas de lançamento podem mudar, o Nexus atualiza as informações disponíveis sempre que possível e mantém os dados salvos anteriormente caso alguma atualização falhe. Jogos que ainda não possuem uma data confirmada, ou que têm apenas o ano de lançamento divulgado, ficam em uma lista separada, em vez de receberem uma data imprecisa. Onde encontrar: Library → Calendar, após ativar o plugin. 💾 Game Storage Manager — Mais controle sobre o armazenamento dos seus jogos preview.redd.it Se você instala jogos em diferentes unidades de armazenamento, provavelmente já precisou descobrir onde determinado jogo está instalado, quanto espaço ele ocupa ou como transferi-lo para outro disco. Em vez de fazer tudo isso manualmente, adicionei uma ferramenta de gerenciamento de armazenamento diretamente ao Hydra. Com ela, você pode visualizar os jogos instalados, conferir em quais unidades estão armazenados, consultar o espaço disponível e organizar os jogos por tamanho ou pela última vez em que foram jogados. Também é possível abrir diretamente as pastas de instalação ou mover jogos selecionados entre diferentes unidades. Antes de iniciar uma transferência, o Nexus verifica o destino e o espaço necessário. Depois, confere os arquivos copiados antes de atualizar os caminhos de instalação no Hydra e remover os arquivos originais. A ferramenta também avisa quando não é possível identificar uma pasta de instalação com segurança e sinaliza medições de tamanho incompletas. Um detalhe importante: essa ferramenta gerencia os caminhos de instalação utilizados pelo Hydra. Ela não atualiza automaticamente atalhos da área de trabalho nem registros de jogos em outros launchers. 📊 Play Activity — Descubra como você realmente passa seu tempo jogando preview.redd.it Eu queria algo mais interessante do que simplesmente ver um número mostrando meu total de horas jogadas. Queria poder olhar para trás e descobrir quais jogos estavam ocupando mais meu tempo, quando eu tinha jogado cada um deles e como minha atividade mudou ao longo dos dias e das semanas. Então, desenvolvi um sistema de acompanhamento de sessões de jogo com uma interface própria. Você pode consultar o tempo total de jogo, os dias em que esteve ativo, a última vez que abriu determinado título e o histórico de sessões individuais, incluindo horário de início, término e duração. Também há resumos semanais e mensais, além de períodos personalizados e estatísticas detalhadas para cada jogo. Redesenhei as páginas de estatísticas, incluindo gráficos e informações mais completas sobre as sessões para facilitar a visualização dos dados. Você pode gerenciar ou desativar as notificações dos resumos sem precisar desativar o registro das sessões. Vale mencionar uma limitação: o histórico detalhado começa a ser registrado a partir do momento em que o Nexus inicia o acompanhamento. Não é possível reconstruir sessões antigas usando apenas o tempo total de jogo registrado anteriormente. 📥 Caminhos de extração personalizados — Baixe em uma unidade e extraia em outra preview.redd.it Às vezes, você quer baixar os arquivos compactados de um jogo em uma unidade, mas extrair ou instalar o jogo em outra. Foi pensando nisso que adicionei a opção Extract Path às configurações de download do Hydra. Agora você pode escolher uma pasta de destino específica para a extração automática, sem ficar limitado ao local onde os arquivos baixados estão armazenados. O Nexus lembra o último destino escolhido e mantém um caminho de extração individual para cada download na fila. Ele também cria automaticamente uma pasta específica para o jogo dentro do destino selecionado. Os arquivos compactados originais permanecem no local do download, permitindo continuar ou compartilhar os downloads, a menos que você ative separadamente a opção de excluí-los após a extração. ⏻ Download Finish Actions — Deixe o PC cuidar do resto preview.redd.it Você já deixou o computador ligado durante a noite para baixar um jogo, mesmo sabendo que não precisaria dele funcionando depois que tudo terminasse? Adicionei uma funcionalidade simples justamente para esse tipo de situação. Você pode escolher o que deve acontecer quando toda a fila de downloads e as extrações ativadas forem concluídas: - Receber uma notificação quando tudo terminar. - Colocar o computador em modo de suspensão. - Desligar o computador automaticamente. Nas opções de suspensão e desligamento, o Nexus exibe uma contagem regressiva de 60 segundos antes de executar a ação, dando tempo para você cancelar. E, se você adicionar outro download, o Nexus volta a aguardar até que toda a fila seja concluída novamente. 👻 Invisible Mode — Mais controle sobre sua privacidade preview.redd.it Às vezes, você só quer abrir o Hydra e jogar sem compartilhar sua atividade com outras pessoas. Foi por isso que adicionei o Invisible Mode. Esse recurso oferece mais controle sobre o compartilhamento de atividades no Hydra, permitindo continuar usando sua biblioteca e acompanhando seu progresso localmente. Depois de ativar o plugin, você pode controlar o Invisible Mode diretamente pelo menu da sua conta, sem precisar voltar às configurações do Nexus toda vez. A ideia é oferecer mais controle sobre sua privacidade, embora algumas notificações de jogos e atualizações de presença ainda dependam dos servidores do Hydra. 📑 Game Tabs — Navegue pelos jogos como se estivesse usando um navegador preview.redd.it Uma coisa simples que sempre senti falta no Hydra era a possibilidade de manter várias páginas de jogos abertas e alternar facilmente entre elas. Por isso, adicionei um sistema de abas semelhante ao dos navegadores. Basta clicar com o botão direito em qualquer jogo da biblioteca ou do catálogo e selecionar Open in New Tab. Assim, você pode manter várias páginas abertas e alternar entre elas sem precisar voltar e pesquisar os mesmos jogos repetidamente. E tem mais: o Nexus preserva o estado do catálogo durante a troca de abas, incluindo resultados de pesquisa, filtros ativos e posição de rolagem. As abas permanecem disponíveis durante a sessão atual do Hydra, mas não são restauradas após fechar e reiniciar completamente o aplicativo. 🧱 Game Page Layout — Organize as páginas dos jogos do seu jeito Nem todo mundo precisa das mesmas seções nas páginas dos jogos. Algumas pessoas se interessam mais por avaliações, enquanto outras preferem capturas de tela, vídeos ou informações técnicas. Por isso, adicionei uma ferramenta para personalizar a organização dessas páginas. Você pode ocultar seções que não utiliza, como capturas de tela, vídeos, avaliações e jogos semelhantes, além de reorganizar as seções compatíveis de acordo com suas preferências. Também é possível escolher se as configurações de visibilidade serão aplicadas apenas aos jogos da sua biblioteca ou a todas as páginas de jogos. Suas preferências continuam salvas mesmo que você desative o plugin e volte a ativá-lo depois. 🎨 Fundos personalizados — Deixe o Hydra com a sua cara i.redd.it Se você gosta de personalizar seus aplicativos, esse recurso é para você. Agora é possível usar imagens ou vídeos do seu próprio computador como plano de fundo do Hydra, sem ficar limitado ao fundo do tema atual. Também adicionei controles para ajustar o escurecimento e o desfoque do fundo, além de uma opção para pausar automaticamente os vídeos quando o Hydra não estiver ativo, evitando o consumo desnecessário de recursos. E, quando quiser, você pode restaurar o fundo original do tema sem precisar modificar nenhum arquivo manualmente. ⚙️ Plugins e atualizações — Use apenas o que realmente quiser Desde o começo, eu não queria obrigar todo mundo a utilizar todas essas funcionalidades. Por isso, desenvolvi um sistema de plugins que permite ativar ou desativar cada recurso individualmente. Se você só tem interesse no gerenciamento de contas Steam, pode utilizar essa funcionalidade sem precisar ativar todo o resto. E, se gosta de personalização, pode habilitar o Nexus Discovery, os fundos personalizados e as outras ferramentas que preferir. Também adicionei um sistema que permite verificar novas versões do Nexus diretamente pelo Hydra e conferir a integridade do instalador baixado antes de atualizar. Durante o desenvolvimento, procurei fazer com que os novos menus, configurações e controles parecessem uma parte natural do Hydra, em vez de um monte de ferramentas separadas adicionadas por cima da interface original. 📦 Download e instalação Além dos recursos que apresentei aqui, o Hydra Nexus também conta com outras funcionalidades que não cheguei a mencionar neste post. Você pode conhecer todas elas no repositório do projeto. O Hydra Nexus é um projeto de código aberto e está disponível no GitHub: M0KA40/Hydra-Nexus Versões e downloads: github.com/M0KA40/Hydra-Nexus/releases/latest O Hydra Nexus é um projeto independente da comunidade e não possui qualquer vínculo oficial com a equipe do Hydra Launcher, o Steam ou os demais serviços com os quais oferece integração. ❤️ Para finalizar Quando comecei esse projeto, nunca imaginei que ele fosse crescer tanto. Tudo o que eu queria, inicialmente, era resolver um pequeno incômodo que tinha ao usar o Steam com o Hydra. Mas, toda vez que terminava uma funcionalidade, surgia outra ideia. Às vezes, eu acabava até redesenhando uma parte inteira da interface simplesmente porque achava que dava para melhorar. Aprendi muita coisa desenvolvendo esse projeto, e ainda há bastante coisa que quero aperfeiçoar. Sou apenas uma pessoa trabalhando nesse projeto, então é possível que vocês encontrem bugs ou detalhes que ainda precisam de ajustes, principalmente nas partes mais recentes, como o Nexus Discovery e o Nexus Cloud. Continuo trabalhando para melhorar os recursos existentes e manter o Nexus compatível com as futuras atualizações do Hydra. Se você decidir experimentar o Hydra Nexus, vou ficar muito feliz em saber o que achou. Vocês também podem me adicionar como amigo no Hydra pela seção Nexus, nas configurações, e compartilhar suas opiniões comigo diretamente. Obrigado a todo mundo que dedicou um tempinho para conhecer o projeto ou resolveu testá-lo. Espero de verdade que ele torne a experiência de vocês com o Hydra um pouco mais divertida, assim como eu queria que fosse para mim. ❤️
@PierreStock coucou serait-ce possible d'avoir svp un accès full full pendant un mois pour que je puisse terminer mon cours citron/LEAIN4 ?
TypeScript 7 upgrade: the two silent default changes and the missing compiler API TypeScript 7.0 shipped in July: the Go-native compiler, about 10x faster type-checking, still installed as typescript and still run as tsc. Most of its breaking changes were announced as deprecations in 6.0, so the upgrade looks easy. Three things catch people anyway. 1. types now defaults to [] Before 6.0, TypeScript loaded every @types/* package in node_modules. Now it loads none unless you list them. The symptom: error TS2580: Cannot find name 'process'. error TS2582: Cannot find name 'describe'. even though @types/node and @types/jest are installed. The fix is to list them: "compilerOptions": { "types": ["node", "jest"] } If you'd rather keep the old behaviour, "types": ["*"] brings it back. Listing them is better: test globals like describe belong in the test tsconfig, not the one that builds your app. 2. rootDir now defaults to the tsconfig's directory It used to be inferred as the common directory of your input files, usually src/. Now it's the directory that contains tsconfig.json. If your tsconfig sits at the project root, src/server.ts is emitted to dist/src/server.js, and node dist/server.js or your "main" field breaks. "compilerOptions": { "rootDir": "./src" } If a test config extends this one and includes test/, it needs its own rootDir (for example "."), or the test files fall outside rootDir. 3. 7.0 ships without a compiler API This is the big one. The 7.0 release notes say it plainly: 7.0 does not ship with an API. A new, different API is planned for 7.1. Anything that loads typescript as a library can't run on 7.0: typescript-eslint (type-aware rules), vue-tsc and other Volar-based tools, ts-jest, ts-node, ts-patch transformers, and your own scripts that call ts.createProgram. As of early November typescript-eslint still doesn't support TS 7. You don't have to choose. The TypeScript team publishes @typescript/typescript6, which re-exports the 6.0 API and installs a tsc6 binary. Alias it as typescript so library consumers keep getting 6.0, and install 7.0 under another name for the fast tsc: { "devDependencies": { "typescript": "npm:@typescript/typescript6", // what typescript-eslint, vue-tsc, ts-jest import (bin: tsc6) "@typescript/native": "npm:typescript@^7.0.2" // the 7.0 compiler (bin: tsc) }, "scripts": { "typecheck": "tsc --noEmit", // 7.0 "typecheck:vue": "vue-tsc --noEmit" // still 6.0 via the alias } } Be explicit about which command runs on which version. In a Vue project, for example, the slow check is usually vue-tsc, which stays on 6.0, so the 10x speedup may not show up where you expected it. The hard errors (quick list) Deprecated in 6.0, errors in 7.0, and "ignoreDeprecations": "6.0" won't save you: target: es5, downlevelIteration, moduleResolution: node/node10/classic, baseUrl, esModuleInterop: false, allowSyntheticDefaultImports: false, alwaysStrict: false, outFile, module: amd/umd/system/none, the module keyword for namespaces, and import asserts (use with). The safe order 1. Upgrade to 6.0 first. Turn on "stableTypeOrdering": true, remove ignoreDeprecations, fix everything. Code that compiles cleanly there should compile the same on 7.0. (The flag can slow 6.0 by about 25%; it's a diagnostic step, not a permanent setting.) 2. Set rootDir and types explicitly. 3. Move to 7.0, keeping API-dependent tools on 6.0 with the alias. 4. On small CI runners, --checkers <n> (default 4) limits the parallel type-checkers. Why I wrote this down TypeScript 7 shipped after the training cutoff of today's coding agents. In my tests, Claude knew the general direction but hedged or guessed on these details, especially the @typescript/typescript6 setup. So I packaged the facts from the official release notes as an agent skill. In small offline evals it raised graders passed from 10/18 to 17/18 on Sonnet and 7/18 to 15/18 on Haiku. Two runs per arm, and agents with web access may find the facts themselves, so read those numbers as a hint, not a result: boranfurkan/typescript-7-migration Sources: Announcing TypeScript 7.0, Announcing TypeScript 6.0, typescript-eslint #12518.