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Host-accessible containers with Docker for Mac
For RSA sake! Native node bindings for rsautl functions
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A systems integration framework, built to bring the benefits of configuration management to your entire infrastructure.
issue openedrenpy/renpy
ZeroDivisionError in CDD when setting mesh on a Placeholder
This was encountered while trying to reproduce something that turns out to be an invalid use-case, but might impact another case that is valid.
<details><summary>Test case</summary>
define config.gl2 = True
label main_menu:
$ _confirm_quit = False
return
label start:
scene
if True:
show bad
else:
show good
pause
return
init python:
class GoodExample(renpy.display.core.Displayable):
def render(self, width, height, st, at):
rv = renpy.render(Placeholder('girl'), width, height, st, at)
return rv
class BadExample(renpy.display.core.Displayable):
def render(self, width, height, st, at):
rv = renpy.render(Placeholder('girl'), width, height, st, at)
rv.mesh = True
return rv
image good = GoodExample()
image bad = BadExample()
</details> <details><summary>Stack trace</summary>
Full traceback:
File "game/script.rpy", line 13, in script
pause
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/ast.py", line 1955, in execute
self.call("execute")
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/ast.py", line 1943, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/statements.py", line 278, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 439, in execute_pause
renpy.pause()
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/exports.py", line 1489, in pause
rv = renpy.ui.interact(mouse='pause', type='pause', roll_forward=roll_forward)
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/ui.py", line 298, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/display/core.py", line 2885, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/display/core.py", line 3384, in interact_core
self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn)
File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/display/core.py", line 2308, in draw_screen
renpy.display.draw.draw_screen(surftree)
File "gl2draw.pyx", line 806, in renpy.gl2.gl2draw.GL2Draw.draw_screen
File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
File "gl2draw.pyx", line 876, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
File "gl2draw.pyx", line 906, in renpy.gl2.gl2draw.GL2Draw.render_to_texture
File "gl2texture.pyx", line 200, in renpy.gl2.gl2texture.TextureLoader.render_to_texture
File "gl2texture.pyx", line 317, in renpy.gl2.gl2texture.GLTexture.from_render
File "matrix.pyx", line 384, in renpy.display.matrix.Matrix.ctexture_projection
File "matrix_functions.pxi", line 101, in renpy.display.matrix.texture_projection_matrix
ZeroDivisionError: float division
</details>
Test cases used renpy-nightly-2020-10-14-c8f1f20b5-sdk.
created time in 9 days
issue openedrenpy/renpy
I'm not sure if this is a bug, an error on my part or simple an unsupported use case.
The synopsis is that the game sometimes throws an exception when using a CDD which is using a tex1 and mesh = True in an transformative image button.
The test case below the fold sets up a Render with two squares, the second a quarter the size of the first. It then applies the renpy.dissolve shader (this is purely for the test case because it uses tex1 - the internals of the shader don't matter.) It then displays this on a screen, once via add and once as the child of an image button which brightens on mouseover.
For some reason when using mesh = True the if the mouse touches the button outside the bounds of the smaller square an exception is thrown. The correct and expected behaviour can be observed by explicitly creating the Mesh object, rather than using True.
Notes:
- That the two square textures are different sizes should pose no issue since they are sampled in the range of 0-1, and indeed this is exactly what happens when the
Mesh2object is provided. - When using
focus_mask Truewith textures derived from images, the highlight appears to activate when the mouse passes over opaque pixels in the secondary (smaller) texture without it having been scaled by the shader.
<details><summary>Test case</summary>
define config.gl2 = True
label main_menu:
$ _confirm_quit = False
return
label start:
scene
show screen example()
"This is the same CDD."
"The one on the left has just been added to a screen. This is fine."
"The one on the right is an image button."
"It has a highlight effect on mouse over."
"While the mouse stays in the upper left quarter, things appear fine."
"Moving the mouse to other parts of the shape throw."
"The \"good\" area is determined by the pixel size of tex1."
"This only occurs when using Render.mesh = True."
"Using Render.mesh = Mesh2 does not encounter this issue. See test-case."
"Fin."
return
init python:
class Example(renpy.display.core.Displayable):
def __init__(self, **properties):
super(Example, self).__init__(**properties)
self.child = Solid('f00', xysize=(200, 200))
self.other = Solid('0f0', xysize=(100, 100))
def render(self, width, height, st, at):
child = renpy.render(self.child, width, height, st, at)
rv = renpy.Render(child.width, child.height)
rv.blit(child, (0, 0))
other = renpy.render(self.other, width, height, st, at)
rv.blit(other, (0, 0), focus=False, main=False)
# THIS WORKS
rv.mesh = renpy.gl2.gl2mesh2.Mesh2.texture_rectangle(
0, 0, child.width, child.height,
0, 0, 1, 1)
# THIS DOES NOT - COMMENT OUT FOR WORKING VERSION
rv.mesh = True
# Arbitrary shader that requires tex1
rv.add_shader("renpy.dissolve")
rv.add_uniform("u_renpy_dissolve", .5)
return rv
def visit(self):
return [self.child, self.other]
image foo = Example(pos=(-10, -10))
define bright = BrightnessMatrix(.1)
transform highlight:
on idle:
matrixcolor None
on hover:
matrixcolor bright
screen example():
add 'foo':
align .25, .5
imagebutton:
align .75, .5
at highlight
focus_mask True
idle 'foo'
action Return()
</details>
Test cases used renpy-nightly-2020-10-12-03b0d8a2e-sdk but was seeing this back in September too, have only just had a chance to investigate and write up.
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Py3 exceptions form
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issue commentaws/aws-cli
Permission denied when piping stdout
The provenance of the aws-cli snap (https://snapcraft.io/aws-cli) is clearly indicated to be a verified publisher account representing AWS. If this is not, or is no longer the case then I'd recommend trying to either reclaim ownership or otherwise have it clearly marked as not an official source. Indeed looking at it now it seems to be seldom updated, and the edge channel non-functional. This is at the very least, confusing in it's own right.
As to the issue Itself, it remains reproducible, however with the version in the snap being so out of date, the reproduction means little. The "Exception ignored in" is typically as a result of an unhandled exception in a Python generator (or these days, perhaps an async method), and as the only Python part involved in the test case is on the aws-cli side, it would seem that at the very least there was (and I guess potentially still is) an unhandled exception capable of being thrown in the codebase, resulting in this fairly limited error message.
Given the lack of other reports of this, even if still legitimate it would seem to be an extreme edge case, and for our part we were forced to work around this over a year ago now, so it ends up of little consequence.
As a final thought I would encourage consideration being given to providing an up-to-date official snap package, it does provide a non-negligible benefit when getting new developers on-boarded and they already have five-hundred new things to learn, and a one liner installation that skips any requirement to know about Python versions, pip, or be constrained to an older version by the more slowly updating OS packaging systems is certainly convenient.
Thanks for your time!
comment created time in a month
issue closedrenpy/renpy
Please pass texture resolutions to shaders
The textureSize function was only added in GLSL 1.30 and GLES 3.0 so at present it's not possible to create or use shaders that rely upon or make use of texture aspect ratios or pixel calculations as there's no good way to pass texture dimensions to a shader program.
Would it be possible to add this information as standard under a predictable name? I'd suggest something like resN to mirror texN, such that uniform vec2 res0 would hold the pixel dimensions of tex0 and so on for the available textures. The data (at least for tex0) is already available to the Transform at the time shader uniforms are being set, so this seems like it could be a quick and simple win.
Would be happy to PR a basic version of this. 🙂
closed time in a month
malissue commentrenpy/renpy
Please pass texture resolutions to shaders
Aha! Thanks, taking a look implementing the correct solution, this addition looks to be working great in the a8e2cc0 nightly! 🎉
comment created time in a month
issue closedrenpy/renpy
Support for hex colour uniforms
I made a pretty quick and hacky pass at this to make sure it was feasible. I've not given much thought to efficiency, backwards compatibility or anything like that yet, just wanted to validate and be able to communicate the idea.
In a nutshell, it's to allow creators to use u_colour '#f83' in their transforms, which will be passed to their shaders as a vec3/vec4 ready to be worked with.
PoC: https://github.com/mal/renpy/commit/355eda1bd05064117c052fffb4e15ded5ecb7911
In order to do this, the PoC branch provided:
- Extends the
Colorclass with anrgbaaccessor to return a shader friendly 4-item tuple of the rgba components as floats between 0 and 1. - Allows
Render.add_uniformto understandColorvalues and grab theirrgbatuple. - Adds a basic understanding of how to recognise hexcolor properties and interpolate them to ATL.
Here's a very basic example of a circular shape pulsing different colours to demonstrate usage:
define config.gl2 = True
label main_menu:
$ _confirm_quit = False
return
init python:
renpy.register_shader("example.radial", variables="""
uniform vec4 u_colour;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;
""", vertex_200="""
v_tex_coord = a_tex_coord;
""", fragment_200="""
vec4 colour = u_colour;
colour.rgb *= colour.a;
gl_FragColor = colour * smoothstep(.5, 1, 1 - distance(v_tex_coord, vec2(.5)));
""")
transform magic:
truecenter
mesh True
shader ('example.radial',)
u_colour '#f77'
linear 1. u_colour '#7f75'
linear 1. u_colour '#7777ffaa'
linear 1. u_colour '#f77'
repeat
label start:
scene black
show expression Fixed(xysize=(350, 350)) at magic
pause
closed time in a month
malissue commentrenpy/renpy
Support for hex colour uniforms
Closing in favour of using a wrapper (i.e. fn('#f77') #=> (1., 0.46, 0.46, 1.)) and not prematurely adding stuff to ATL. 🙂
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commit sha c203dd3c5868533849f9c71cfad39186769b45c9
Fix int-float type in blur shader
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Merge pull request #2368 from Andykl/fix-blur Fix int-float type in blur shader
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gl2: Pass texture resolutions to shaders
commit sha d28b46e002f7f739ff5dadc0a6781563ef85e6e8
gl2: Pass more texture resolutions to shaders
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issue openedrenpy/renpy
Support for hex colour uniforms
I made a pretty quick and hacky pass at this to make sure it was feasible. I've not given much thought to efficiency, backwards compatibility or anything like that yet, just wanted to validate and be able to communicate the idea.
In a nutshell, it's to allow creators to use u_colour '#f83' in their transforms, which will be passed to their shaders as a vec3/vec4 ready to be worked with.
PoC: https://github.com/mal/renpy/commit/355eda1bd05064117c052fffb4e15ded5ecb7911
In order to do this, the PoC branch provided:
- Extends the
Colorclass with anrgbaaccessor to return a shader friendly 4-item tuple of the rgba components as floats between 0 and 1. - Allows
Render.add_uniformto understandColorvalues and grab theirrgbatuple. - Adds a basic understanding of how to recognise hexcolor properties and interpolate them to ATL.
Here's a very basic example of a circular shape pulsing different colours to demonstrate usage:
define config.gl2 = True
label main_menu:
$ _confirm_quit = False
return
init python:
renpy.register_shader("example.radial", variables="""
uniform vec4 u_colour;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;
""", vertex_200="""
v_tex_coord = a_tex_coord;
""", fragment_200="""
gl_FragColor = u_colour * (.5 - distance(v_tex_coord, vec2(.5)));
""")
transform magic:
truecenter
mesh True
shader ('example.radial',)
u_colour '#f77'
linear 1. u_colour '#7f75'
linear 1. u_colour '#7777ffaa'
linear 1. u_colour '#f77'
repeat
label start:
scene black
show expression Fixed(xysize=(350, 350)) at magic
pause
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PR opened renpy/renpy
Implementation of #2364.
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SLUse without block should refers to target const_ast
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Make a link of atl_transform in copy of SLBlock
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Get the `at` keyword after applying properties keyword
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Skip expressions in screens cycle finder.
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Raise an error if some property follow after last_keyword child
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issue openedrenpy/renpy
Please pass texture resolutions to shaders
The textureSize function was only added in GLSL 1.30 and GLES 3.0 so at present it's not possible to create or use shaders that rely upon or make use of texture aspect ratios or pixel calculations as there's no good way to pass texture dimensions to a shader program.
Would it be possible to add this information as standard under a predictable name? I'd suggest something like resN to mirror texN, such that uniform vec2 res0 would hold the pixel dimensions of tex0 and so on for the available textures. The data (at least for tex0) is already available to the Transform at the time shader uniforms are being set, so this seems like it could be a quick and simple win.
Would be happy to PR a basic version of this. 🙂
created time in a month
issue commentchef/chef
Snap Track support in the snap_package resource
@tas50 would it be possible to get a Status: Untriaged label on this so it gets caught in the next review sweep please?
comment created time in a month
issue openedchef/chef
The archive_file resource seems backwards
Describe the Enhancement
The API of the archive_file resource is not immediately intuitive when coming to it with knowledge of other core Chef resources such as file, remote_file, directory, scm subtypes etc. It feels backwards since it's designed for the inverse purpose of what the obvious lizard-brain pattern-match assumption would be - that archive_file '/path' creates an archive file at that location.
A potential idea for a more "expected" way of doing things could be something like an archive_directory "/path" { source "/archive" } resource, which would be very close to the current archive_file with some attribute swaps path -> source, destination ->path with the "new" path being the "name" attribute. This could extend directory and would end up with an API comparable to those resources mentioned previously, and remote_directory (itself a very oddly named resource - why isn't this cookbook_directory?)
Describe the Need
It's not a need, more an API suggestion to help avoid potential confusion when encountering the archive_file resource. Having just been part of an internal effort to onboard and educate new Chef users this was one of the points raised as confusing. A parallel was even drawn to PHP's infamous method signature inconsistencies! D:
Current Alternative
Learn the idiosyncrasies.
Can We Help You Implement This?
Suspect this is sort of thing that might suffer the same fate as #7434, so just understanding if there is any appetite for it really. The current API is by now established, and while at times frustrating for new users, this isn't too much more than a small stumbling block in the grand scheme of things.
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issue closedrenpy/renpy
ATLTransform and Transform differ in unexpected ways
Use case for this is defining a reusable transform with python logic, and wanting to combine/override parts of it with normal ATL usage as one would a transform defined in ATL. The at keyword kinda has use here but that doesn't combine the transforms, it just seems to apply the ATLTransform(Transform(displayable)) which isn't quite what's expected and doesn't always play nice with rollback (the ATL rollsback, but the Transform applied with at does not.
Below is a very cut down PoC which shows the most basic of the confusing behaviours in this space. If I can recreate the rollback weirdness consistently I'll file that too.
label main_menu:
$ _confirm_quit = False
return
image txt = Fixed(Text('HELLO WORLD', align=(.5, .5)))
transform atl:
xzoom -1
define code = Transform(xzoom=-1)
label start:
scene expression '#000'
show txt:
atl
yoffset -100
"ATL Transform - Combines flip and yoffset as expected."
hide txt
"{i}reset{/i}"
show txt:
code
yoffset -100
"Code Transform - Displays nothing, more than a bit baffling."
return
closed time in 2 months
malissue commentrenpy/renpy
ATLTransform and Transform differ in unexpected ways
Ahh I see, so to be viewed more as a macro being incorporated into the initial parse, than something dynamically constructed. It makes sense, but still seems a bit confusing when encountering it, but I don't have a good suggestion as how to warn about it either. Never mind. 👍
comment created time in 2 months
issue closedrenpy/renpy
Lint unable to find dynamic variables
This looks to be related but also separate from https://github.com/renpy/renpy/issues/1534 (which now appears fixed). While lint understand parameters, it seems it doesn't comprehend dynamic variables.
File
label issue2343:
$ renpy.dynamic(t=Transform(yzoom=-1))
show text 'HELLO WORLD' at t # lint error
pause
return
label issue1534(t=Transform(xzoom=-1)):
show text 'HELLO WORLD' at t # no lint error
pause
return
Lint output
Ren'Py 7.4.0.619 lint report, generated at: Wed Sep 2 17:37:13 2020
game/src/script.rpy:3 Could not evaluate 't', in the at list of a scene or show statment.
Perhaps you forgot to define or misspelled a transform.
closed time in 2 months
malissue commentrenpy/renpy
Lint unable to find dynamic variables
Ahh fair enough, I thought perhaps it would be possible to capture the names of the variables defined by dynamic and add them to lint's understanding of local state or something along those lines, but upon reflection (and after some sleep) I realise there's no good way to extract dynamic definitions from python blocks.
The only way this could be reliable would be to have a separate statement, something like dynamic var = value, which would be of questionable use outside of this specific linting issue to the point of being a non-starter. Thanks for the response. 🙂
comment created time in 2 months
issue openedrenpy/renpy
ATLTransform and Transform differ in unexpected ways
label main_menu:
$ _confirm_quit = False
return
image txt = Fixed(Text('HELLO WORLD', align=(.5, .5)))
transform atl:
xzoom -1
define code = Transform(xzoom=-1)
label start:
scene expression '#000'
show txt:
atl
yoffset -100
"ATL Transform - Combines flip and yoffset as expected."
hide txt
"{i}reset{/i}"
show txt:
code
yoffset -100
"Code Transform - Displays nothing, more than a bit baffling."
return
created time in 2 months
issue openedrenpy/renpy
Lint unable to find dynamic transforms
This looks to be related but also separate from https://github.com/renpy/renpy/issues/1534 (which now appears fixed). While lint understand parameters, it seems it doesn't comprehend dynamic variables.
File
label issue2343:
$ renpy.dynamic(t=Transform(yzoom=-1))
show text 'HELLO WORLD' at t # lint error
pause
return
label issue1534(t=Transform(xzoom=-1)):
show text 'HELLO WORLD' at t # no lint error
pause
return
Lint output
Ren'Py 7.4.0.619 lint report, generated at: Wed Sep 2 17:37:13 2020
game/src/script.rpy:3 Could not evaluate 't', in the at list of a scene or show statment.
Perhaps you forgot to define or misspelled a transform.
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Input parameters "allow" and "exclude" can take regex
commit sha 017f5562a7d4969bfbad7a6ae5739dfa2c857a38
Input parameters "allow" and "exclude" can take regex They can either take a string to stick to the default functionality, or can take a RegEx object created by re.compile.
commit sha 297c7480619c2041cbe1685a1df149d80b8abc69
Revert "web: Avoid the use of float arguments." This work-around was specific to Emterpreter, which is obsoleted by ASYNCIFY. This reverts commit dce59141a7f940da9f5b2820ee4b61016b9113b3.
commit sha f0feb4d7ac235359375ee8c619d999e30ef673ae
Use Python3-like sets repr.
commit sha c3c99eebd270b436158efc19f978f88f53dee6ac
Added possibility to disable Unicode escaping in repr and add console command to toggle it.
commit sha 16374acda3621ed418d3015052f3ca6adf9182a9
Added pretty repr for defaultdict and OrderedDict
commit sha 0565b023012781f3b8c434cca3762917350ee1a9
Fix regression
commit sha 89c292c7ccd446d3b5e84160e354615f08ae7f7b
Repr empty containers as its short version even if level is over. It gives more information about the structure at a price of nothing.
commit sha 60966285b461c646fd22f1631ae0f133c02c4f92
Fix repr of set for an exhausted level. It could have been misinterpreted as a dictionary.
commit sha bcefcd54daec0ccf63cc73fb4f51f9319e7fe2ac
Make it more pythonic and probably faster.
commit sha 91ce90dc892a54c29c260c5eb62bcc0662df1ea7
Update 00gallery.rpy Remove print statement
commit sha b82a3366d4e928c773a2a30753dfc4d8269149cc
web: add progressive download configuration for demos
commit sha 8c8a8355d9eca75f5b0098f5f1aa6afea9700623
Fix #2158 by checking arguments in a loop in parse_stop_music In addition, minor refactoring and error description change in parse_play_music to be more consistent with parse_queue_music and the new parse_stop_music
commit sha 595f887f5412bf50cb087a0f21febef9b8313d40
Add missed predicting flag for first screen in _predict_screen
commit sha a8e71c17fa36d8228666d621b5de2e7f96f7ffef
Do not broke predict_statements if developer used wrong label name.
commit sha 01a2c80ebd1dfdfa72f28c437247707b685496cd
Do not cause wrong reports for debug_image_cache by expression in calls and jumps. Such messages arise with label start: pause # eval failed here $var = None pause # non-existing label None here $var = "test" pause call expression var jump expression var
commit sha 20cd32c6c0d5fb2e27a8ad00a546721f44767525
Fix typo in screen.cache_get
commit sha 66eb6f0d69696473498894a7f8a5c4863f616e30
Report exceptions produced by predict_one_action
commit sha 1ae3fbe474d01bf86725e7083503f98a94c91bf9
Remove screens exception reporting in prediction_coroutine due it already handled in screen.predict_screen
commit sha 03f9153b94bada2231790a635f79c4e0233cc62e
Do not predict screens twice if it was reached both of start_predict_screen and common way.
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Input parameters "allow" and "exclude" can take regex
commit sha 017f5562a7d4969bfbad7a6ae5739dfa2c857a38
Input parameters "allow" and "exclude" can take regex They can either take a string to stick to the default functionality, or can take a RegEx object created by re.compile.
commit sha 8c8a8355d9eca75f5b0098f5f1aa6afea9700623
Fix #2158 by checking arguments in a loop in parse_stop_music In addition, minor refactoring and error description change in parse_play_music to be more consistent with parse_queue_music and the new parse_stop_music
commit sha 1d89786ec7fda2a0a83524ef1cd355e43ac1e933
change japanese font to SourceHanSansCJLite.ttf
commit sha 143f80c867ab480dddc48e838876a4fa379b685e
remove MTLc3m.ttf
commit sha 36516ecebca6047ae2dc9bd8c168035d44bdab81
Merge branch 'master' into combine_japanese_and_chinese_font
commit sha 75d21278cfad76eaa4436109c027869a363e7e17
Change Japanese font name
commit sha bcd738085b72fa0b8dbb0feac7ecdefe78b78b3c
Update CJK font
commit sha 8f5dc494f1587ec3ae530e1ca62ec4b8f14266e6
Add support for margin to grids
commit sha 8fe34ded43820f90fcd2677607ae628eb59a592a
Fix typos in live2d shaders
commit sha 07f2fdf7f1285f79e8d30c9c93fe7e96d5345259
gl2: Add the mesh transform property. This replaces the flatten property, and explicitly flattens into a mesh, if possible. Optionally, this takes a tuple, that defines the number of points in the horizontal and vertical directions that make up the mesh. (The idea being that a vertex shader can then distort the mesh.)
commit sha b62fb01b77c3368903657e915f3170d1d0dd9654
Merge pull request #2271 from Andykl/fix-shader-typos Fix typos in live2d shaders
commit sha 4d54fa8c9629763f28d7ed9dcf0a4ad7d5ce6a14
Add support for live2d to run.sh, if the files are present.
commit sha fd5163b577855dc7c2b9976ee18028caac2db153
live2d: Control when Live2D can be duplicated.
commit sha 0057b8f0d6911b61515da745ad28996fd5ce08c6
live2d: Properly handle the case where fadeout=0. It should be treated as an immediate fadeout, not as not fading out at all.
commit sha b143e9e7f12ad1012097b69db10c6eeb1f36c58a
web: clarify audio placeholder's role
commit sha 434c100ae53200e15ea3094282ae332917d2b8ef
Fix regression in Transform.set_child. Fixes #2273.
commit sha 07d837be44ed4653ac18ad38f5a573ac58e05d62
Check in missing files, and a general cleanup.
commit sha 5adf696ae17fea61a44d17c967ca0900b4a001c1
Merge pull request #2232 from kyouryuukunn/combine_japanese_and_chinese_font Combine japanese and chinese font
commit sha c1f329618e8d84c96845762a17a15a2e3d288ed5
Merge branch 'master' into fix-parse-stop-music
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