Since unreal engines assets are binary encoded classical text based git diff/merge tools will give up on merge conflicts of unreal assets.
But fear not!
You can setup your git environment to actually be able to diff/merge these .uasset
files by using already built-in functionallity of the unreal editor!
Generally a reflection system is use in usually a programming language to allow the code base dynamically adapt and analyze it’s own and additional structure and functinallity. With it, you can f.e. figure out which kind of classes you can use, what functions there are and how to call them, and sometimes you even get a meta data like documentation in terms of descriptions about those.
This shitty, quick and dirty program can be executed to check a given manga/novel on the foxahlic page for new chapters.
For this you have to define a config.toml
file, which lets you define the manga/novels and the discord webhook you want to trigger.
The program uses the manga-update RSS feed of foxaholic that can be found under https://www.foxaholic.com/feed/manga-chapters
.
The URL_Prefix
requested in the .toml
for each Manga
is just stimply the first part of the links to a given chapter that is always the same for the same novel.
f.e. https://www.foxaholic.com/novel/yuushou-ln/v4c1/
is a chapter URL, the prefix we want is https://www.foxaholic.com/novel/yuushou-ln
because this part is for all chapter of the same novel the same, but different per Novel.
local script = "https://raw.githubusercontent.com/Panakotta00/FicsIt-OS/main/misc/install.lua" | |
print("Load internet...") | |
internet = computer.getPCIDevices(findClass("FINInternetCard"))[1] | |
if not internet then | |
print("ERROR! No internet-card found! Please install a internet card!") | |
computer.beep(0.2) | |
return | |
end |
---@class Node | |
---@field connected Node[] | |
local Node = {} | |
---@class SplitterNode : Node | |
---@field private outputs table<Node, number> | |
local SplitterNode = {} | |
function SplitterNode:findOutput(node) | |
return self.outputs[node] |
First, let's talk about termology.
- Animation: Refers the atomated camera movement scenes you create with the animation editor. Such a animation consists of multiple attributes that define how the camera of general animation should behave when you play the animation. Such a animation also has one major timeline.
- Timeline: The timeline is simply the "progression" of your animation over time. The Timeline is split into frames, has a start frame and a end frame aswell as a timeline framerate (fps).
- Frame: A frame is a qunantized time increment on the timeline. We have to quantize the timeline to be able to reasonably refer to single frames. F.e. You can define your camera is position at a given location at a specific frame. Because it is quantized, you can have a value at f.e. Frame 1 and a different value at frame 2. You can not place any other values in between those because this is the min. time increment you have. It makes the the experience of aligning keyframes on your t