Iron Maiden singer: “CAN I PLAY WITH MADNESS”
My kid: “Yes you can play with magnets. It’s pretty fun.”
Iron Maiden singer: “CAN I PLAY WITH MADNESS”
My kid: “Yes you can play with magnets. It’s pretty fun.”
So event though I spent most of my long Easter week-end doing random cool stuff, I still got to do some nerdy stuff – namely catching up with bugs and feature requests for Gutentags, which is my most popular open-source project to date.
The main new thing is that Gutentags is now using Vim 8’s job API (job_start()
and the like), with a compatibility layer for Neovim’s own, sadly different (but older), job API. This doesn’t make Gutentags any more asynchronous than it was before, since I jumped through hoops to make it work correctly even before, but it does clean up the code in a few places:
.lock
file that indicates if the background job is running. This means less chance of Gutentags getting “stuck” because the lock file was somehow left behind incorrectly by a previous crash. :help gutentags-status-line
for more information on this. Because I don’t want to support 2 code paths in the same file, the requirements for Gutentags have been bumped to versions of Vim/Neovim that have the job
/*jobwait
features… if you need to use Gutentags with Vim 7 for some reason, you can stay on the vim7
branch, which may or may not receive some bug
fixes in the future.
You can pull the latest changes from BitBucket or Github depending on which DVCS you prefer. Have fun!
Easter long weekend was pretty good 😊
So that happened – I went to my second GDC and this time I presented something. Look at how shiny my forehead is!
Big thanks to the Toolsmiths guys (Geoff and David) for organizing a full day summit dedicated to tools programming – a topic that I always thought was lacking a proper worldwide community the same way, say, graphics rendering or animation have. Not only did I have the chance to present my talk as part of that “Tools Tutorial Day”, but I had the honours of being the inaugural talk!
The room was packed the whole day, so you can bet there will be more tools programming shenanigans next year.
Oh, and my talk is now available on the GDC Vault if you have access.
Here are some notable things that happened this year:
And that’s it! I took a few days around the long Easter week-end to rest from the trip…
I hope you’re all doing fine too!
And I’m done with my talk, yay! #gdc
Well, this is it! #gdc
Next week I’ll be at the Game Developers’ Conference, along with a lot of people from the video game industry, and I’ll be giving my first presentation there, “A Tale of Three Data Schemas”.
I’m starting small for my first GDC contribution by presenting during the “pre-conference” days that half of the attendees skip. This year should be super interesting however since it will be a full day dedicated to the fine art of making game creation tools, courtesy of the fine folks at The Toolsmiths.
The good thing for my nerves is that my presentation ended up being the very first presentation of the very first day – surely when half the audience is low on caffeine and completely jet-lagged, nobody will notice whether I know what I’m talking about or not… and then I’m done for the rest of the week! Yay!
Last year I announced PieCrust 2.0 without much fanfare and, guess what, here comes PieCrust 3.0 now!
The funny thing is that I didn’t post much about PieCrust during that whole time… the joke about blog engines is that the more you work on them, the less you actually use them.
So as is tradition, I released the new version of PieCrust on the Python package server and immediately found a bunch of new bugs, which I proceeded to fix (we’re now at PieCrust 3.1.1)… I’m not very good at this whole thing, even after several years.
But either way, it’s out! You can run pip install piecrust -U
and read the rest of this post if you want to know what’s new.
This release has breaking changes so make sure you read the upgrade notes this time around.
The highlights in this release include:
There is a new concept however, which is the concept of a “content pipeline”, which is the thing that knows how to render a source’s contents. It’s a lot less user facing though – in most cases users don’t need to bother with it.
In the PieCrust 3.0 cycle I’ll actually be mostly looking at adding more IndieWeb technologies like Micropub – Webmention is next, which will let your site display comments.
chef serve
, you can have PieCrust monitor your assets (like CSS/JS files) and re-process them when you edit them (unless you’re using another more sophisticated asset pipeline like Gulp or Webpack or whatever). In PieCrust 2.0 it was using a very basic polling system, but now it’s using Watchdog, which means it works with your OS to get notified of file changes. The main upside is a more efficient file monitoring that’s a lot more battery friendly for laptop users. As always, if you see any bug, report it on the GitHub issue tracker.
Got my Doublesix dice to play some GURPS with style!
The Vancouver hot chocolate festival is up!