I should really add pagination to my #lamb blog. There's an issue already.
Sander van Dragt's Notes
-
-
Needed a way to open a bunch of text links in browser tabs, so I generated a script. #projects
-
It seems sometimes I'm researching and want the previous tab to become active after closing a deep dive, and other times I'm reviewing the tabs and want the tab to the right of the active one to become active. Is there any way to codify this I keep changing my browser's settings. #technology
-
Cut a sharp end to a plastic straw. It makes for a good phone charging port cleaner! Actually, it worked better than a tooth pick for me. #technology
-
OK I figured out a very useful #Godot debugging trick: conditional breakpoints are not supported natively but can be added to your code.
- Set an if statement for the condition or expression you want to break on.
- As the code block for the condition being true add
passand set a breakpoint on this line. - After hitting it, all the debugging tools are available.
-
PHP can sometimes be unintutive:

-
Lamb 0.5.2
Lamb is Literally Another Micro Blog -- Barrier free super simple blogging, self-hosted.
This is a tidy up release, with minor functional changes:
- Menu items are no longer showing in timeline
- More secure sessions
- Deferring scripts for improved performance
- Lowercase tag pages for canonical SEO
- Add 'published' date to Atom feed entries for better aggregation
Originally written on lamb-releases. #lamb #projects
Via lamb-releases -
#til In #Godot when you attach a node with a scale as a child of one that doesn't support scale (
NodevsNode2Dfor example), there is a flicker as the card is rescaled. Convert the node to a scale supporting type to fix this. -
#til In Godot, if a scene is instantiated at design time and a child is added to it, does the child belongs to the scene whose tree is currently open, or the scene it's attached to?
When duplicating a node (including a scene) at runtime it is the node tree where the node sits that is duplicated, so it includes the child. But if the scene is marked as a
InstancePlaceholder, andcreate_instance()is called at runtime, it creates a instance of the scene, and any attached children have to be duplicated and attached to the instance with code. #Godot -
#til In Godot, when you have a project containing a node
MyNodethat is a scene itself, andMyNodecontains two child nodes within the scene and one is added as a child ofMyNodein the project, the number ofget_children()that a script belonging to the root node of theMyNodescene returns is 3. #godot
