Update repo links, again

This commit is contained in:
Joshua Goins 2024-08-09 16:55:43 -04:00
parent 09f7c4eb81
commit d5ce193d13
39 changed files with 68 additions and 281 deletions

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@ -79,9 +79,6 @@ menu:
- name: 'Shrines' - name: 'Shrines'
url: '/shrines' url: '/shrines'
weight: 7 weight: 7
- name: 'Downloads'
url: '/downloads'
weight: 8
- name: 'Links' - name: 'Links'
url: '/links' url: '/links'
weight: 9 weight: 9
@ -94,28 +91,6 @@ menu:
- name: 'About' - name: 'About'
url: '/about' url: '/about'
weight: 12 weight: 12
retromain:
- name: 'Home'
url: '/'
weight: -1
- name: 'Blog'
url: '/blog'
weight: 1
- name: 'Art'
url: '/art'
weight: 2
- name: 'Software'
url: '/software'
weight: 4
- name: 'Downloads'
url: '/downloads'
weight: 6
- name: 'Links'
url: '/links'
weight: 7
- name: 'About'
url: '/about'
weight: 9
footer: footer:
- name: 'Blog Feed' - name: 'Blog Feed'
url: '/blog/index.xml' url: '/blog/index.xml'
@ -155,10 +130,10 @@ menu:
- img: 'pixiv.webp' - img: 'pixiv.webp'
url: 'https://www.pixiv.net/en/users/58118005' url: 'https://www.pixiv.net/en/users/58118005'
weight: 2 weight: 2
- name: 'sourcehut' - name: 'Codeberg'
params: params:
- img: 'sourcehut.webp' - img: 'codeberg.webp'
url: 'https://sr.ht/~redstrate' url: 'https://codeberg.org/redstrate'
weight: 3 weight: 3
- name: 'GitHub' - name: 'GitHub'
params: params:

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@ -24,7 +24,7 @@ The second step is adding a new JSON file which describes the artwork's attribut
* Whether the artwork is NSFW. * Whether the artwork is NSFW.
* What program was used. * What program was used.
The JSON is simple enough to write with a text editor, but I also made [a graphical application](https://git.sr.ht/~redstrate/redai) which makes mass editing a breeze: The JSON is simple enough to write with a text editor, but I also made [a graphical application](https://codeberg.org/redstrate/redai) which makes mass editing a breeze:
![Screenshot of the art manager program. The previews are helpful for writing good alternative text.](redai.webp) ![Screenshot of the art manager program. The previews are helpful for writing good alternative text.](redai.webp)

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@ -20,7 +20,7 @@ For context, [Silica Viewer](/software/silica-viewer) is a macOS software that a
![Screenshot of Silica Viewer's QuickLook functionality](silica-screenshot.webp) ![Screenshot of Silica Viewer's QuickLook functionality](silica-screenshot.webp)
Even today, there is really only one other option: [Procreate Viewer](https://jaromvogel.com/illustration) (now renamed _Prospect_) by Jarom Vogel. When I initially started Silica Viewer development, it was initially a QuickLook plugin but has since expanded to canvas viewing and timelapses. It has the same limitations as Silica Viewer though, it's notably missing animation support and the 3D feature found in newer Procreate versions but alas, I don't use those features. I have no relations to Jarom, but my initial code was based on his original program and he's credited in [the README](https://git.sr.ht/~redstrate/silica-viewer#raster-canvas-data). Prospect does not seem to be open source unfortunately. I'm glad there are more people filling this niche in the Procreate ecosystem though! Even today, there is really only one other option: [Procreate Viewer](https://jaromvogel.com/illustration) (now renamed _Prospect_) by Jarom Vogel. When I initially started Silica Viewer development, it was initially a QuickLook plugin but has since expanded to canvas viewing and timelapses. It has the same limitations as Silica Viewer though, it's notably missing animation support and the 3D feature found in newer Procreate versions but alas, I don't use those features. I have no relations to Jarom, but my initial code was based on his original program and he's credited in [the README](https://codeberg.org/redstrate/SilicaViewer#raster-canvas-data). Prospect does not seem to be open source unfortunately. I'm glad there are more people filling this niche in the Procreate ecosystem though!
![Screenshot of Prospect (by Jarom Vogel)](prospect_promotion_3.webp) ![Screenshot of Prospect (by Jarom Vogel)](prospect_promotion_3.webp)

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@ -31,7 +31,7 @@ For the longest time I've been putting off automatic Wine mangement (ala [Bottle
## Steamwrap ## Steamwrap
Astra needs to use [Steamworks](https://partner.steamgames.com/doc/sdk) for some current and future functionality. For example, to set the correct Steam app ID[^1] and [eventually to grab the login ticket for Steam account users](https://todo.sr.ht/~redstrate/astra/1). However this is problematic, because you _can't_ easily redistribute the Steamworks SDK[^2]! If I were to build the Flatpak on Flathub CI in the future, it would be almost impossible to because I couldn't point it towards a SDK installation... Astra needs to use [Steamworks](https://partner.steamgames.com/doc/sdk) for some current and future functionality. For example, to set the correct Steam app ID[^1] and eventually to grab the login ticket for Steam account users. However this is problematic, because you _can't_ easily redistribute the Steamworks SDK[^2]! If I were to build the Flatpak on Flathub CI in the future, it would be almost impossible to because I couldn't point it towards a SDK installation...
{{< stoot "mastodon.art" "111610316310852487" >}} {{< stoot "mastodon.art" "111610316310852487" >}}
@ -39,7 +39,7 @@ So I asked on Mastodon about a possible solution to my condumdrum, and [@NotNite
{{< stoot "coolmathgam.es" "111610324997249357" >}} {{< stoot "coolmathgam.es" "111610324997249357" >}}
This is genius, it's basically pushing all of the parts that connect to the proprietary Steamworks bits to a separate process. That process can also start from another executable that could be compiled separately, which is what I did to create [Steamwrap](https://git.sr.ht/~redstrate/steamwrap). It's basic at the moment and doesn't have IPC yet, but can be expanded in the future. This is genius, it's basically pushing all of the parts that connect to the proprietary Steamworks bits to a separate process. That process can also start from another executable that could be compiled separately, which is what I did to create [Steamwrap](https://github.com/redstrate/steamwrap). It's basic at the moment and doesn't have IPC yet, but can be expanded in the future.
So my plan is to build binaries for Linux (ones that are compatible with the Steam Linux Runtime, of course) and upload them to the Astra distribution server. I want to do that during the build process, hopefully. So my plan is to build binaries for Linux (ones that are compatible with the Steam Linux Runtime, of course) and upload them to the Astra distribution server. I want to do that during the build process, hopefully.
@ -51,7 +51,7 @@ Working glTF import/export is here! After a year of development, Novus can possi
Yes, it even reloads [Penumbra](https://github.com/xivdev/Penumbra) when you import models... neat! The import/export is almost done, save for a few very weird bugs when loading some vertex data. I've been hammering out fixes though, and I'm confident I can get it to a "good enough" state. Big thanks to [Xande](https://github.com/xivdev/Xande), [Lumina](https://github.com/NotAdam/Lumina), [xivModdingFramework](https://github.com/TexTools/xivModdingFramework) and the rest of the FFXIV modding community for their open source implementations I could reference! Yes, it even reloads [Penumbra](https://github.com/xivdev/Penumbra) when you import models... neat! The import/export is almost done, save for a few very weird bugs when loading some vertex data. I've been hammering out fixes though, and I'm confident I can get it to a "good enough" state. Big thanks to [Xande](https://github.com/xivdev/Xande), [Lumina](https://github.com/NotAdam/Lumina), [xivModdingFramework](https://github.com/TexTools/xivModdingFramework) and the rest of the FFXIV modding community for their open source implementations I could reference!
If you're curious about the implementation, the source code for importing is [here](https://git.sr.ht/~redstrate/novus/tree/main/item/parts/mdl/mdlimport.cpp) and exporting is [here](https://git.sr.ht/~redstrate/novus/tree/main/item/parts/mdl/mdlexport.cpp). The model I/O is part of the [Physis source tree](https://git.sr.ht/~redstrate/physis/tree/main/item/src/model.rs). If you're curious about the implementation, the source code for importing is [here](https://github.com/redstrate/novus/tree/main/parts/mdl/mdlimport.cpp) and exporting is [here](https://github.com/redstrate/novus/tree/main/parts/mdl/mdlexport.cpp). The model I/O is part of the [Physis source tree](https://github.com/redstrate/physis/tree/main/src/model.rs).
# 2024 Goals # 2024 Goals

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@ -19,27 +19,27 @@ I have slightly updated the main window design again, which simplifies a lot of
![The new design in action!](newdesign.webp) ![The new design in action!](newdesign.webp)
{{< add "feature" >}} Packagers (which is mostly me) will be happy, as Astra [now has tarballs automatically generated from the latest git](https://git.sr.ht/~redstrate/astra/commit/c1646e20f6cbd711833cba1fb4fc6966d0035ee5)! This includes vendored cargo dependencies, and any git submodules I use, so it's possible to compile Astra offline again. You can find these on [builds.sr.ht](https://builds.sr.ht/~redstrate/astra) or on [xiv.zone](https://xiv.zone/astra/beta/) {{< release "0.5.0" >}} {{< add "feature" >}} Packagers (which is mostly me) will be happy, as Astra [now has tarballs automatically generated from the latest git](https://github.com/redstrate/Astra/commit/c1646e20f6cbd711833cba1fb4fc6966d0035ee5)! This includes vendored cargo dependencies, and any git submodules I use, so it's possible to compile Astra offline again. You can find these on [xiv.zone](https://xiv.zone/astra/beta/) {{< release "0.5.0" >}}
{{< add "feature" >}} The [auto login](https://git.sr.ht/~redstrate/astra/commit/d39c702d0aa05e7bbf0f744a8a1f12a1fcfad961) now has more error handling, detailing why the auto login could fail. {{< release "0.5.0" >}} {{< add "feature" >}} The [auto login](https://github.com/redstrate/Astra/commit/d39c702d0aa05e7bbf0f744a8a1f12a1fcfad961) now has more error handling, detailing why the auto login could fail. {{< release "0.5.0" >}}
{{< add "feature" >}} Added [setting for the preferred protocol when making requests](https://git.sr.ht/~redstrate/astra/commit/be14785e61602683766d7adc2a0456f51e5996e0). An example is when connecting to a localhost server, and you need HTTP. Note that this isn't always honored, because most POST requests fail when not sent securely. {{< release "0.5.0" >}} {{< add "feature" >}} Added [setting for the preferred protocol when making requests](https://github.com/redstrate/Astra/commit/be14785e61602683766d7adc2a0456f51e5996e0). An example is when connecting to a localhost server, and you need HTTP. Note that this isn't always honored, because most POST requests fail when not sent securely. {{< release "0.5.0" >}}
{{< add "feature" >}} Added a setting to [configure the XIVApi server URL](https://git.sr.ht/~redstrate/astra/commit/1157f7b1ab4af8ca705a1fd8e8a8e7601bdb86b8) in the developer settings. {{< release "0.5.0" >}} {{< add "feature" >}} Added a setting to [configure the XIVApi server URL](https://github.com/redstrate/Astra/commit/1157f7b1ab4af8ca705a1fd8e8a8e7601bdb86b8) in the developer settings. {{< release "0.5.0" >}}
{{< add "feature" >}} Added a button to [clear the Lodestone avatar cache](https://git.sr.ht/~redstrate/astra/commit/bc1b6fe2c87d0804f0a037b95a89e1ed53fb1247). {{< release "0.5.0" >}} {{< add "feature" >}} Added a button to [clear the Lodestone avatar cache](https://github.com/redstrate/Astra/commit/bc1b6fe2c87d0804f0a037b95a89e1ed53fb1247). {{< release "0.5.0" >}}
{{< add "bugfix" >}} Made sure the [Flatpak credential keys will not collide with their non-Flatpak counterparts](https://git.sr.ht/~redstrate/astra/commit/f6c418d7d626546c8cda79671d2ee7bbefba8f6b). This is very unlikely to happen because everything is indexed by UUIDs, but you can never be too safe! {{< release "0.5.0" >}} {{< add "bugfix" >}} Made sure the [Flatpak credential keys will not collide with their non-Flatpak counterparts](https://github.com/redstrate/Astra/commit/f6c418d7d626546c8cda79671d2ee7bbefba8f6b). This is very unlikely to happen because everything is indexed by UUIDs, but you can never be too safe! {{< release "0.5.0" >}}
{{< add "feature" >}} Moved to the [new Dalamud CDN](https://git.sr.ht/~redstrate/astra/commit/0e909c66709c84e952cc09dc2887fafd8ca1bd3b) with the notable feature that it's possible to develop Dalamud mods from that distribution. {{< release "0.5.0" >}} {{< add "feature" >}} Moved to the [new Dalamud CDN](https://github.com/redstrate/Astra/commit/0e909c66709c84e952cc09dc2887fafd8ca1bd3b) with the notable feature that it's possible to develop Dalamud mods from that distribution. {{< release "0.5.0" >}}
{{< add "feature" >}} The [last used profile](https://git.sr.ht/~redstrate/astra/commit/24f256338d1c52e913d9d6813414e645067c82b6) is now saved. {{< release "0.5.0" >}} {{< add "feature" >}} The [last used profile](https://github.com/redstrate/Astra/commit/24f256338d1c52e913d9d6813414e645067c82b6) is now saved. {{< release "0.5.0" >}}
{{< add "feature" >}} Added a [configurable screenshot directory setting](https://git.sr.ht/~redstrate/astra/commit/2d7538bae1afa198973c68651aaeb54294961bce) that applies to all profiles. {{< release "0.5.0" >}} {{< add "feature" >}} Added a [configurable screenshot directory setting](https://github.com/redstrate/Astra/commit/2d7538bae1afa198973c68651aaeb54294961bce) that applies to all profiles. {{< release "0.5.0" >}}
{{< add "bugfix" >}} Now the [asset updater shouldn't crash in certain scenarios](https://git.sr.ht/~redstrate/astra/commit/fd19641e721796c9525615e11047440b45b25eaa). {{< release "0.5.0" >}} {{< add "bugfix" >}} Now the [asset updater shouldn't crash in certain scenarios](https://github.com/redstrate/Astra/commit/fd19641e721796c9525615e11047440b45b25eaa). {{< release "0.5.0" >}}
{{< add "feature" >}} The [patching UX is overhauled, again](https://git.sr.ht/~redstrate/astra/commit/81bd81e1b6ea714394fd089936a3bcb4b491b86f) to make sure it never freezes the UI. It's also harder to accidentally cancel the patching process by closing the window, causing corruptions. In the future I want to make it cancellable, but it's not right now. {{< release "0.5.0" >}} {{< add "feature" >}} The [patching UX is overhauled, again](https://github.com/redstrate/Astra/commit/81bd81e1b6ea714394fd089936a3bcb4b491b86f) to make sure it never freezes the UI. It's also harder to accidentally cancel the patching process by closing the window, causing corruptions. In the future I want to make it cancellable, but it's not right now. {{< release "0.5.0" >}}
![The new patching screen](updater.webp) ![The new patching screen](updater.webp)
@ -47,53 +47,53 @@ I have slightly updated the main window design again, which simplifies a lot of
# Novus # Novus
{{< add "feature" >}} Like with Astra, Novus [now has tarballs automatically generated from the latest git](https://git.sr.ht/~redstrate/novus/commit/ff4d5e8456289be968518662c29ca43550160684)! This includes vendored cargo dependencies, and any git submodules used, so it's possible to compile Novus offline. You can find these on [builds.sr.ht](https://builds.sr.ht/~redstrate/novus) or on [xiv.zone](https://xiv.zone/novus/install/) {{< release "0.1.0" >}} {{< add "feature" >}} Like with Astra, Novus [now has tarballs automatically generated from the latest git](https://github.com/redstrate/Novus/commit/ff4d5e8456289be968518662c29ca43550160684)! This includes vendored cargo dependencies, and any git submodules used, so it's possible to compile Novus offline. You can find these on [xiv.zone](https://xiv.zone/novus/install/) {{< release "0.1.0" >}}
{{< add "feature" >}} Shaders and other required resources [are now embedded in the executable, so it's easier to run out of the box](https://git.sr.ht/~redstrate/novus/commit/0f75e9730ccc0b1a8275cd759cc97b96d2959ce9). {{< release "0.1.0" >}} {{< add "feature" >}} Shaders and other required resources [are now embedded in the executable, so it's easier to run out of the box](https://github.com/redstrate/Novus/commit/0f75e9730ccc0b1a8275cd759cc97b96d2959ce9). {{< release "0.1.0" >}}
{{< add "feature" >}} Sagasu (previously named "Explorer") now [uses a central database](https://git.sr.ht/~redstrate/novus/commit/4b19b7aeba0bf28bd80d3ffc249249d43d72c07e) to store file hashes, not unlike FFXIV Explorer. There's now a separate "indexer" program to initially populate the database. Pre-populated databases will be made available later. {{< release "0.1.0" >}} {{< add "feature" >}} Sagasu (previously named "Explorer") now [uses a central database](https://github.com/redstrate/Novus/commit/4b19b7aeba0bf28bd80d3ffc249249d43d72c07e) to store file hashes, not unlike FFXIV Explorer. There's now a separate "indexer" program to initially populate the database. Pre-populated databases will be made available later. {{< release "0.1.0" >}}
{{< add "feature" >}} You can [now easily extract files from Sagasu](https://git.sr.ht/~redstrate/novus/commit/4b19b7aeba0bf28bd80d3ffc249249d43d72c07e). {{< release "0.1.0" >}} {{< add "feature" >}} You can [now easily extract files from Sagasu](https://github.com/redstrate/Novus/commit/4b19b7aeba0bf28bd80d3ffc249249d43d72c07e). {{< release "0.1.0" >}}
{{< add "feature" >}} You can [view the raw hex data of any file in Sagasu](https://git.sr.ht/~redstrate/novus/commit/c7a3f9cf5a755a2c908c8605b6cb58c5af8c5ec0). I wanted to use an Okteta KPart for this originally, but it's not yet ported to KF6... {{< release "0.1.0" >}} {{< add "feature" >}} You can [view the raw hex data of any file in Sagasu](https://github.com/redstrate/Novus/commit/c7a3f9cf5a755a2c908c8605b6cb58c5af8c5ec0). I wanted to use an Okteta KPart for this originally, but it's not yet ported to KF6... {{< release "0.1.0" >}}
![The Raw Hex tab](rawhex.webp) ![The Raw Hex tab](rawhex.webp)
{{< add "feature" >}} Added a [search bar for filtering by filename in Sagasu](https://git.sr.ht/~redstrate/novus/commit/a0e87b914d40d94ff16ac60db6edfca3a60de947). {{< release "0.1.0" >}} {{< add "feature" >}} Added a [search bar for filtering by filename in Sagasu](https://github.com/redstrate/Novus/commit/a0e87b914d40d94ff16ac60db6edfca3a60de947). {{< release "0.1.0" >}}
{{< add "feature" >}} Added [model and EXDH (Excel data file) tabs to Sagasu](https://git.sr.ht/~redstrate/novus/commit/93b6380b3d8692c6ba0ca70120999e45f170bc65), allowing you to view those respective file types. {{< release "0.1.0" >}} {{< add "feature" >}} Added [model and EXDH (Excel data file) tabs to Sagasu](https://github.com/redstrate/Novus/commit/93b6380b3d8692c6ba0ca70120999e45f170bc65), allowing you to view those respective file types. {{< release "0.1.0" >}}
![The Excel Sheet tab](excel.webp) ![The Excel Sheet tab](excel.webp)
{{< add "feature" >}} Added [a texture tab to Sagasu](https://git.sr.ht/~redstrate/novus/commit/e5f0a9cd0072147fb3f0a82ff7ccadb5890160fc) to preview texture files. {{< release "0.1.0" >}} {{< add "feature" >}} Added [a texture tab to Sagasu](https://github.com/redstrate/Novus/commit/e5f0a9cd0072147fb3f0a82ff7ccadb5890160fc) to preview texture files. {{< release "0.1.0" >}}
![The Texture tab](tex.webp) ![The Texture tab](tex.webp)
{{< add "bugfix" >}} Oops, [the Excel data should be a read only view and not editable](https://git.sr.ht/~redstrate/novus/commit/2844380a65dbe105085eea46367413508cecc5e1). {{< release "0.1.0" >}} {{< add "bugfix" >}} Oops, [the Excel data should be a read only view and not editable](https://github.com/redstrate/Novus/commit/2844380a65dbe105085eea46367413508cecc5e1). {{< release "0.1.0" >}}
{{< add "feature" >}} Added a [shader package tab to Sagasu](https://git.sr.ht/~redstrate/novus/commit/f8d7d04e782e57eb7b2d94e4831d9444daa986c4) to preview shader files from the game. The output isn't very usable yet. {{< release "0.1.0" >}} {{< add "feature" >}} Added a [shader package tab to Sagasu](https://github.com/redstrate/Novus/commit/f8d7d04e782e57eb7b2d94e4831d9444daa986c4) to preview shader files from the game. The output isn't very usable yet. {{< release "0.1.0" >}}
![The Shader Package tab](shader.webp) ![The Shader Package tab](shader.webp)
{{< add "feature" >}} Added a [CMP (Chara Make Parameter) tab to Sagasu](https://git.sr.ht/~redstrate/novus/commit/6caedba0d97d6bb390f3a2113fe8334b408d2e19) allowing you preview that filetype. {{< release "0.1.0" >}} {{< add "feature" >}} Added a [CMP (Chara Make Parameter) tab to Sagasu](https://github.com/redstrate/Novus/commit/6caedba0d97d6bb390f3a2113fe8334b408d2e19) allowing you preview that filetype. {{< release "0.1.0" >}}
![The Chara Make Params tab](cmp.webp) ![The Chara Make Params tab](cmp.webp)
{{< add "feature" >}} Added a [skeleton tab to Sagasu](https://git.sr.ht/~redstrate/novus/commit/b0ccfbaf15a6195388b1ddac5d955859aa25bfe8) allowing you to preview skeletons from the game. {{< release "0.1.0" >}} {{< add "feature" >}} Added a [skeleton tab to Sagasu](https://github.com/redstrate/Novus/commit/b0ccfbaf15a6195388b1ddac5d955859aa25bfe8) allowing you to preview skeletons from the game. {{< release "0.1.0" >}}
![The Skeleton tab](skel.webp) ![The Skeleton tab](skel.webp)
{{< add "feature" >}} Added support [in the Sagasu indexer for adding hashes by HTTP request](https://git.sr.ht/~redstrate/novus/commit/24461f362a51af54d5dccced0c5916556358de16), used in the indexer Dalamud plugin mentioned below. {{< add "feature" >}} Added support [in the Sagasu indexer for adding hashes by HTTP request](https://github.com/redstrate/Novus/commit/24461f362a51af54d5dccced0c5916556358de16), used in the indexer Dalamud plugin mentioned below.
# Physis # Physis
{{< add "bugfix" >}} Certain patches should [now apply correctly](https://git.sr.ht/~redstrate/physis/commit/267feae8cf42e07e596176c59d8aa0fff67ad026), this was an issue during the 6.5 which uncovered some assumptions about the signedness of certain fields. This has been corrected, and I [applied some more corrections](https://git.sr.ht/~redstrate/physis/commit/0621ce03d7b034a1d5941f8b890bda970a69a2da) to protect against this in the future. {{< release "0.2.0" >}} {{< add "bugfix" >}} Certain patches should [now apply correctly](https://github.com/redstrate/Physis/commit/267feae8cf42e07e596176c59d8aa0fff67ad026), this was an issue during the 6.5 which uncovered some assumptions about the signedness of certain fields. This has been corrected, and I [applied some more corrections](https://github.com/redstrate/Physis/commit/0621ce03d7b034a1d5941f8b890bda970a69a2da) to protect against this in the future. {{< release "0.2.0" >}}
{{< add "bugfix" >}} Fixed the [broken shader package reading](https://git.sr.ht/~redstrate/physis/commit/3243132a3fc50c3fb4fded285d25270a2c0a69e8). {{< release "0.2.0" >}} {{< add "bugfix" >}} Fixed the [broken shader package reading](https://github.com/redstrate/Physis/commit/3243132a3fc50c3fb4fded285d25270a2c0a69e8). {{< release "0.2.0" >}}
{{< add "feature" >}} Added [support for reading binary SKLB and PBD files](https://git.sr.ht/~redstrate/physis/commit/07582775cd1b69d73e59723bf523d2c0e92f1961)! This means we are no longer dependent on TexTools _or_ the official Havok SDK to parse the data that's held within these files. Code courtesy of [FFXIVTools](https://github.com/dlunch/FFXIVTools) which is adapted for our purposes. This also gets rid of the `serde` and `hard-xml` dependencies, which is pretty nice. {{< release "0.2.0" >}} {{< add "feature" >}} Added [support for reading binary SKLB and PBD files](https://github.com/redstrate/Physis/commit/07582775cd1b69d73e59723bf523d2c0e92f1961)! This means we are no longer dependent on TexTools _or_ the official Havok SDK to parse the data that's held within these files. Code courtesy of [FFXIVTools](https://github.com/dlunch/FFXIVTools) which is adapted for our purposes. This also gets rid of the `serde` and `hard-xml` dependencies, which is pretty nice. {{< release "0.2.0" >}}
{{< add "feature" >}} Drastically [improve performance when extracting files](https://git.sr.ht/~redstrate/physis/commit/b180adeb44c1f16d04d08a6ff9871b8cc30a06ba) by caching the index files used. This cache should have a pretty small memory footprint, and this makes tools like Novus way more usable. {{< release "0.2.0" >}} {{< add "feature" >}} Drastically [improve performance when extracting files](https://github.com/redstrate/Physis/commit/b180adeb44c1f16d04d08a6ff9871b8cc30a06ba) by caching the index files used. This cache should have a pretty small memory footprint, and this makes tools like Novus way more usable. {{< release "0.2.0" >}}
# Indexer Plugin # Indexer Plugin
@ -107,7 +107,7 @@ And then if you figure out the string format they use for dynamic stuff (e.g. sk
Because the indexer program is running natively and I run the game through Wine, I use HTTP as a form of IPC which works well enough as i just need to send filenames. I'm now getting way more interesting stuff, because the game is practically giving them up! Because the indexer program is running natively and I run the game through Wine, I use HTTP as a form of IPC which works well enough as i just need to send filenames. I'm now getting way more interesting stuff, because the game is practically giving them up!
The Dalamud plugin is available on [git.sr.ht](https://git.sr.ht/~redstrate/sqpack-indexer). It's designed to connect to Sagasu's indexer (as mentioned above) but it could really be dumped to anything that accepts the endpoint. The Dalamud plugin is available on [GitHub](https://github.com/redstrate/sqpackindexer). It's designed to connect to Sagasu's indexer (as mentioned above) but it could really be dumped to anything that accepts the endpoint.
# XIV Docs # XIV Docs
@ -119,7 +119,7 @@ I overhauled [the documentation site](https://docs.xiv.zone) again, this time wi
{{< add "bugfix" >}} Fixed the [libcotp CMake, which was causing troubles when integrated into Astra](https://github.com/paolostivanin/libcotp/pull/49). Now we can use upstream instead of my fork! {{< release "2.0.2" >}} {{< add "bugfix" >}} Fixed the [libcotp CMake, which was causing troubles when integrated into Astra](https://github.com/paolostivanin/libcotp/pull/49). Now we can use upstream instead of my fork! {{< release "2.0.2" >}}
I also have begun [reverse engineering the current Square Enix login system](https://git.sr.ht/~redstrate/kawari) which is currently used for testing Astra without hammering the official servers. Do note that I don't plan on extending the project much further than that. I also have begun [reverse engineering the current Square Enix login system](https://github.com/redstrate/kawari) which is currently used for testing Astra without hammering the official servers. Do note that I don't plan on extending the project much further than that.
{{< series-nav "ffxiv-sept2023" "ffxiv-dec2023" >}} {{< series-nav "ffxiv-sept2023" "ffxiv-dec2023" >}}

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@ -48,7 +48,7 @@ I'm very close to tagging a new version but due to the KF6 requirement, it will
I added support for [CFG files](https://docs.xiv.zone/docs/physis/cfg/struct.ConfigFile.html) (those plaintext configuration files), [CHARDAT](https://docs.xiv.zone/docs/physis/chardat/struct.CharacterData.html) (character creation save data) and [SHPK](https://docs.xiv.zone/docs/physis/shpk/struct.ShaderPackage.html) (shader packages). More on what those are being used will be expanded on later! I'm trying to get the library in a state for a nice cool 0.2.0 soon. I added support for [CFG files](https://docs.xiv.zone/docs/physis/cfg/struct.ConfigFile.html) (those plaintext configuration files), [CHARDAT](https://docs.xiv.zone/docs/physis/chardat/struct.CharacterData.html) (character creation save data) and [SHPK](https://docs.xiv.zone/docs/physis/shpk/struct.ShaderPackage.html) (shader packages). More on what those are being used will be expanded on later! I'm trying to get the library in a state for a nice cool 0.2.0 soon.
I'm [almost done with support for writing MDLs](https://git.sr.ht/~redstrate/physis/commit/bbbbb7cd02c00f475ad08e949a486f3bbeccd12f), which is going to be huge! It's close to being complete, but some parts like vertex declarations are still off by some unknown amount of bytes. I'm [almost done with support for writing MDLs](https://github.com/redstrate/Physis/commit/bbbbb7cd02c00f475ad08e949a486f3bbeccd12f), which is going to be huge! It's close to being complete, but some parts like vertex declarations are still off by some unknown amount of bytes.
I'm also doing a run-through of my [existing documentation](https://docs.xiv.zone/docs/physis/) and fixing up the new stuff I forgot to add docs for. I also hid a bunch of symbols unnecessary for external use. I'm also doing a run-through of my [existing documentation](https://docs.xiv.zone/docs/physis/) and fixing up the new stuff I forgot to add docs for. I also hid a bunch of symbols unnecessary for external use.
@ -82,6 +82,6 @@ I recently had some trouble attempting to decompile the DX11 DXBC shader bytecod
{{< stoot "mastodon.art" "111110339774483271" >}} {{< stoot "mastodon.art" "111110339774483271" >}}
So I took the time to splice together a new library called [dxbc](https://git.sr.ht/~redstrate/dxbc) (yes, I know very creative name!) It's the DXBC decompiler used in DXVK, usable in library form. I plan on integrating this with Novus soon, so it can load the shader files from the game. So I took the time to splice together a new library called [dxbc](https://github.com/redstrate/dxbc) (yes, I know very creative name!) It's the DXBC decompiler used in DXVK, usable in library form. I plan on integrating this with Novus soon, so it can load the shader files from the game.
{{< series-nav "" "ffxiv-oct2023" >}} {{< series-nav "" "ffxiv-oct2023" >}}

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@ -25,7 +25,7 @@ The same bragging right from e-mail applies here too, since matrix handles are m
# Websites # Websites
My personal website has always been static or statically generated, and need very little maintenance. Since my websites are small and receive very little traffic, I'm able to host them all on the same box. Since I control the server, I can do cool stuff like [automatically updating Rust docs](https://docs.xiv.zone/docs/physis/) for my physis crate [from sourcehut](https://git.sr.ht/~redstrate/physis/tree/main/item/.build.yml#L12) using rsync. I also use builds.sr.ht [to update this website too](https://git.sr.ht/~redstrate/redstrate.com/tree/master/item/.build.yml#L17), once I'm done developing a blog post I simply just commit to the repository and after a minute or so it's live on the Internet! My personal website has always been static or statically generated, and need very little maintenance. Since my websites are small and receive very little traffic, I'm able to host them all on the same box. Since I control the server, I can do cool stuff like [automatically updating Rust docs](https://docs.xiv.zone/docs/physis/) for my physis crate [from GitHub](https://github.com/redstrate/physis) using rsync. I also use GitHub [to update this website too](https://github.com/redstrate/redstrate.com), once I'm done developing a blog post I simply just commit to the repository and after a minute or so it's live on the Internet!
# Nextcloud # Nextcloud

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@ -1,20 +0,0 @@
---
title: "Move to Sourcehut"
date: 2022-03-01
draft: false
tags:
- GitHub
- sourcehut
aliases:
- /notes/move-to-sourcehut/
---
Recently I've moved pretty much all of my repositories over to sourcehut! <!--more--> This is a huge change, as I haven't changed my primary code hosting provider, GitHub, since 2-3 years ago.
**Edit:** There is a follow-up to my sourcehut migration located [here]({{<ref "moving-to-sourcehut-followup">}})!
You'll notice all the site's links now point to sourcehut repositories, and there should be no more
broken links (sorry!) Also, my Github is not going away, since I still like to contribute to
GitHub projects. So, I decided to keep hosting mirrors of my projects there, and I'm still accepting PRs as well -
but if possible the issues/todos and the wikis are moving to sourcehut as well. You can see a good example for
[astra](https://sr.ht/~redstrate/astra).

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@ -1,21 +0,0 @@
---
title: "Moving away from GitHub"
tags:
- GitHub
- sourcehut
- Open Source
draft: false
date: 2022-06-23
aliases:
- /notes/moving-away-from-github/
---
Over the past few hours I did some serious cleaning up on my [GitHub account](https://github.com/redstrate), I basically removed every single original repository I had. <!--more--> I still need GitHub in order to contribute to some projects, so my forks are kept. For people trying to find my missing repositories, I added a profile README to direct people to my sourcehut instead.
There were many reasons why I ditched GitHub, a couple are detailed below:
* I disliked the “social media” features that were just getting more and more prominent. I didnt really care for these and I just saw it as introducing bloat and spam to the platform (cue small PRs just for a one line README change just to get a contribution award).
* [GitHub Copilot](https://drewdevault.com/2022/06/23/Copilot-GPL-washing.html). Enough said.
* GitHub is not [free software](https://drewdevault.com/2022/03/29/free-software-free-infrastructure.html).
* Complexity in working, (this is my own fault) but having three remotes to worry about was getting in my way.
I will also be retiring git.ryne.moe (as a code archive) in order to reduce friction while working. I plan on making changes, so I can have it pull my changes on sourcehut automatically, but that will come later. If you're wondering why did I choose sourcehut over my own GitLab, it's mostly because I don't want to lose everything due to my own incompetence ;-)

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@ -1,39 +0,0 @@
---
title: "Follow-up: Move to Sourcehut"
date: 2022-04-26
draft: false
tags:
- GitHub
- sourcehut
- Open Source
aliases:
- /notes/moving-to-sourcehut-followup/
---
This is a follow-up post to my blog post detailing the changes I've made to how my source code is hosted. <!--more--> Basically, I'm trying to
move away from GitHub for my primary code hosting to a (in my opinion, better suited for me) platform. After some deliberation, I
ultimately landed on sourcehut, and plan to detail the benefits I've gained, and the things I've lost. Hint, it works pretty well,
so I'm excited to dig into my new workflow :-)
First, I wanted to cover the topic of migrating stuff to sourcehut - which is probably what you're going to do if you had a bunch
of repositories hosted elsewhere (Github, Gitlab, etc) like me. Unfortunately, **sourcehut's HTTPS migration breaks your repository**.
Yes, I should get around to reporting this, but it's pretty bad. Basically, it looks like it clones your repository fine, but once
you actually try to do any git operations it fails to pickup on the refs. Very weird, but I ended up writing my own sourcehut
migration scripts here. This also includes remote fixups, because I push to multiple mirrors for most of the repositories I maintain.
I also want to cover sourcehut's website functionality, compared to GitHub and GitLab. It's important to note that this is extremely
biased, as I do not like GitHub's features basically trending towards being more of a "social media site". The addition of the "For you"
tab pretty much solidifies my idea that this is what it's going to end up being, so there's that. sourcehut on the other hand, is
a programmer oriented first and foremost. This is most obvious in the UI, which is textbook definition of "minimally functional" -
this is not a bad thing to me, which is clear if you're on this website right now.
Despite this, there is still a certain charm to how simple this website functions - and browsing the sourcecode is very similar
to minimal git interfaces like cgit and gitweb which I very much enjoy. However, it's at this point where sourcehut starts exceeding
GitHub in certain aspects that I very much appreciate. An example of this is the Projects feature - which allows you to organize
source code repositories, mailing lists, issue trackers and stuff into a concise page. Here's an example of what it looks like
for Astra:
This is extremely useful as it allows me to organize my projects into what they are - projects. Compare this to GitHub where
repository **is** a project and in my opinion this makes way more sense to me. Unfortunately, I have not tried out most of
sourcehut's features such as the mailing lists, issue trackers, build server etc. but I'm already impressed by the speed of the
site and the ease of use.

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@ -13,7 +13,7 @@ toc: true
These two months contain some pretty big changes I made to Prism, following a short hiatus from the project. These include some pretty important changes to the project moving forward and I hope to keep documenting these in this nice and concise, visual way in the future! <!--more--> Also before you ask, this is February _and_ April, I only made one small commit in March which is why it's not February _to_ April. These two months contain some pretty big changes I made to Prism, following a short hiatus from the project. These include some pretty important changes to the project moving forward and I hope to keep documenting these in this nice and concise, visual way in the future! <!--more--> Also before you ask, this is February _and_ April, I only made one small commit in March which is why it's not February _to_ April.
If you've never heard of Prism before, it's my ultimate graphics study project that is the culmination of everything I've learned in graphics development so far. It is built upon years of hard effort/learning and also extremely valuable help from multiple people in the graphics community. You can find the complete source code and even more information on it's [GitHub repository](https://git.sr.ht/~redstrate/prism). If you've never heard of Prism before, it's my ultimate graphics study project that is the culmination of everything I've learned in graphics development so far. It is built upon years of hard effort/learning and also extremely valuable help from multiple people in the graphics community. You can find the complete source code and even more information on it's [Codeberg repository](https://codeberg.org/redstrate/prism).
# Vulkan is now moving to being a first-class backend # Vulkan is now moving to being a first-class backend
@ -95,6 +95,3 @@ In the short term I want to keep working on polishing the Vulkan stuff, so I can
Some longer-term goals include DirectX support, an Android version, and eventually some form of raytracing/global illumination. I also want some easily accessible online documentation, leveraging the preexisting docs that are included in the source code already. Some longer-term goals include DirectX support, an Android version, and eventually some form of raytracing/global illumination. I also want some easily accessible online documentation, leveraging the preexisting docs that are included in the source code already.
Very soon I plan on working on the CI stuff some more so releases can be automatically built and published which would really help testing this on other people's machines (and also stop me from breaking other platform builds!) Very soon I plan on working on the CI stuff some more so releases can be automatically built and published which would really help testing this on other people's machines (and also stop me from breaking other platform builds!)
**Edit:** I removed some old GitHub issue links that are now dead. Sorry!
**Edit #2:** I updated the source code links to their new home at sourcehut.

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@ -17,7 +17,7 @@ It's uh, been a while since the last Prism changelog :-) Haha, well there's as a
# To WebGPU and no WebGPU # To WebGPU and no WebGPU
If you've been paying attention to [my](https://git.sr.ht/~redstrate/prism/commit/a0d92be759450f09343bb04f4da913ccef505bbd) [recent](https://git.sr.ht/~redstrate/prism/commit/3229c4fa2cbb294e6af18649ce826831cd85eada) [commits](https://git.sr.ht/~redstrate/prism/commit/0a95ee2fa8fbf23ba8b3a17c78d6d3dc35ecfcd9), you'll see that I have done a ton of work to support WebGPU, but now I'm probably going to be reverting those changes - for a [myriad of reasons](https://knockout.chat/thread/21724/37#post-1210400). If you've been paying attention to [my](https://codeberg.org/redstrate/prism/commit/a0d92be759450f09343bb04f4da913ccef505bbd) [recent](https://codeberg.org/redstrate/prism/commit/3229c4fa2cbb294e6af18649ce826831cd85eada) [commits](https://codeberg.org/redstrate/prism/commit/0a95ee2fa8fbf23ba8b3a17c78d6d3dc35ecfcd9), you'll see that I have done a ton of work to support WebGPU, but now I'm probably going to be reverting those changes - for a [myriad of reasons](https://knockout.chat/thread/21724/37#post-1210400).
First, I'm not a huge fan of the opinionated sense of the WebGPU design at all. From WGSL to weird decisions to omit some common API features such as push/root constants did not mix well with me. Is it weird to say that it actually might be easier to port Prism to WebGL? _Is it?_ First, I'm not a huge fan of the opinionated sense of the WebGPU design at all. From WGSL to weird decisions to omit some common API features such as push/root constants did not mix well with me. Is it weird to say that it actually might be easier to port Prism to WebGL? _Is it?_
@ -33,10 +33,6 @@ I recently was able to get a [nice Windows setup going](https://knockout.chat/th
In an effort to reduce my usage of Objective-c in the Metal backend, the whole backend is now C++ and uses metal-cpp which is Apple's official C++ wrapper. It works pretty great, and now my static analysis tools work great with it too. In an effort to reduce my usage of Objective-c in the Metal backend, the whole backend is now C++ and uses metal-cpp which is Apple's official C++ wrapper. It works pretty great, and now my static analysis tools work great with it too.
# Move to sourcehut
Prism now is primarily hosted on sourcehut, with mirrors on GitHub and ryne.moe. This is a pretty important goal for reducing my need on centralized services, and I'll be putting in some work to move off of GitHub wiki as well - just like I did with astra.
# Multiple GFX support # Multiple GFX support
There is now support for using more than one GFX backend (although not at the same time), and is now supported by the SDL backend and the offline shader compiler will automatically pick out which shader files to compile for you. This is important, as some platforms are now capable of using more than one. Right now, the priority is as follows: There is now support for using more than one GFX backend (although not at the same time), and is now supported by the SDL backend and the offline shader compiler will automatically pick out which shader files to compile for you. This is important, as some platforms are now capable of using more than one. Right now, the priority is as follows:

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@ -1,21 +0,0 @@
---
title: "Trinity Re-release"
date: 2021-07-21
draft: false
aliases:
- /notes/trinity-rerelease/
tags:
- Trinity
---
So around 2018 I was busy writing my own Matrix client, as anyone does. It was called Trinity, and it featured a Discord-like interface. <!--more-->
TODO
_Note: This is a very old screenshot, and later versions of the client looked much better than this. Unfortunately, I haven't found any later screenshots._
This was written in Qt5 and QML, and even though I'm testing this ~3 years later - the codebase will still work! Yes that's right, that's a testament to _my old programming ability_, Qt backwards compatibility, and Matrix's specification conformance. Pretty nice! For some reason, the directory and communities tab doesn't work, but I haven't looked into why.
For historical purposes, it is now archived on my [sourcehut](https://git.sr.ht/~redstrate/trinity), along with its old [AUR package](https://git.sr.ht/~redstrate/pkgbuilds/tree/main/item/trinity-matrix-git/PKGBUILD). You can read more on its project page.
**Edit:** I updated the source code links to their new home at sourcehut.

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@ -1,28 +0,0 @@
---
title: "Downloads"
toc: true
---
{{< insert-pic "pic-downloads.png" "Downloads" >}}
I host downloads for things that I either want to archive, or worried we might lose.
# TF2 2012 Main Menu
This is a redistribution of CblpBoPTy's TF2 mod series unofficially called "PotatoHud".
![screenshot of the main menu](main-menu.webp)
Unfortunately, they have stopped modding:
_"hi, i closed the projects and don't do modding anymore. I lost the necessary knowledge, and now I can not update my mods, besides, there were many bugs that I could not fix. I don't play tf2 much anymore and games in general. I am doing a different job. Sorry friend, but there will be no more updates."_ (from their [Steam profile](https://steamcommunity.com/id/CblpBopTy))
Unfortunately I like their HUDs too much for it to go to waste, so fortunately there was _one_ version they forgot to private and I have it permanently archived [here](https://git.sr.ht/~redstrate/tf2-2012-menu). Right now, their mod is licensed under _"Creative Commons Attribution-NonCommercial-NoDerivs 4.0 Unported"_ so while I can technically redistribute this version, I cannot modify it. However the mod still works on recent game versions as of Scream Fortress 2022.
# XC2 Graphics Settings Mod
This is a romfs mod that tweaks the graphics settings of Xenoblade Chronicles 2. By default the game looks over-sharpened and downscales the image a lot. This is especially problematic for emulators since you typically want a better image quality than the Switch.
This work was originally pioneered on [GBATemp](https://gbatemp.net/threads/xenoblade-chronicles-2-graphics-settings.529436/) but I wanted to archive my own version, tweaked specifically for emulation. The original file is based off of the "Raw Image > Max 720p" preset included in the original Profiles.zip.
You can download it [here](https://git.sr.ht/~redstrate/xc2-graphics-mod).

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@ -7,9 +7,9 @@ title: "Imprint"
Connections to my server may be logged for abuse, but I do not care to track you. Connections to my server may be logged for abuse, but I do not care to track you.
This website may involve connections to first-party services (they are hosted by me.) These may include: This website may involve connections to first-party services (they are hosted by me.) These may include:
* The content of the website, which is hosted on redstrate.com. I don't hotlink often (maybe the odd image in an embedded social media post). I also employ cross-origin policies to prevent leakages. The website source code is [available here](https://git.sr.ht/~redstrate/redstrate.com) and the NGINX configuration simply serves it from a directory on the server. * The content of the website, which is hosted on redstrate.com. I don't hotlink often (maybe the odd image in an embedded social media post). I also employ cross-origin policies to prevent leakages. The website source code is [available here](https://github.com/redstrate/redstrate.com) and the NGINX configuration simply serves it from a directory on the server.
* The comments system, which is hosted under comments.redstrate.com. If the page you view has comments enabled, it may make requests if you have Javascript enabled. I run an [unmodified Isso instance](https://isso-comments.de/). * The comments system, which is hosted under comments.redstrate.com. If the page you view has comments enabled, it may make requests if you have Javascript enabled. I run an [unmodified Isso instance](https://isso-comments.de/).
* The voting system, which is hosted under voting.redstrate.com. If the page you view has voting enabled, it may make requests if you have Javascript enabled. The source code for this system is [available here](https://git.sr.ht/~redstrate/voting-system). * The voting system, which is hosted under voting.redstrate.com. If the page you view has voting enabled, it may make requests if you have Javascript enabled. The source code for this system is [available here](https://codeberg.org/redstrate/votingsystem).
Links to external websites are clearly marked with an external link icon, although it sometimes will mark domains that are actually hosted by me. Links to external websites are clearly marked with an external link icon, although it sometimes will mark domains that are actually hosted by me.

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@ -5,7 +5,7 @@ draft: false
layout: "project" layout: "project"
projtags: projtags:
- 3DS - 3DS
source: "https://git.sr.ht/~redstrate/arm9switcher" source: "https://codeberg.org/redstrate/arm9switcher"
license: MIT license: MIT
summary: "A payload switcher for arm9loaderhax" summary: "A payload switcher for arm9loaderhax"
--- ---

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@ -2,7 +2,7 @@
title: "chip8" title: "chip8"
date: 2020-01-25 date: 2020-01-25
draft: false draft: false
source: "https://git.sr.ht/~redstrate/chip8" source: "https://codeberg.org/redstrate/chip8"
license: MIT license: MIT
projtags: projtags:
- CPlusPlus - CPlusPlus

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@ -5,7 +5,7 @@ draft: false
layout: "project" layout: "project"
projtags: projtags:
- 3DS - 3DS
source: "https://git.sr.ht/~redstrate/ctrorganizer" source: "https://codeberg.org/redstrate/ctrorganizer"
license: MIT license: MIT
summary: "A 3DS File Manager" summary: "A 3DS File Manager"
--- ---

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@ -2,7 +2,7 @@
title: "Gallery" title: "Gallery"
date: 2020-01-25 date: 2020-01-25
draft: false draft: false
source: "https://git.sr.ht/~redstrate/gallery" source: "https://codeberg.org/redstrate/gallery"
license: MIT license: MIT
projtags: projtags:
- Swift - Swift

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@ -2,7 +2,7 @@
title: "Graph" title: "Graph"
date: 2018-08-11 date: 2018-08-11
draft: false draft: false
source: "https://git.sr.ht/~redstrate/graph" source: "https://codeberg.org/redstrate/graph"
license: MIT license: MIT
projtags: projtags:
- 3D - 3D

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@ -7,7 +7,7 @@ projtags:
- CPlusPlus - CPlusPlus
- Vulkan - Vulkan
- 3D - 3D
source: "https://git.sr.ht/~redstrate/graphite" source: "https://codeberg.org/redstrate/graphite"
license: MIT license: MIT
summary: "Game engine from 2017" summary: "Game engine from 2017"
--- ---

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@ -7,7 +7,7 @@ projtags:
- Hydrus - Hydrus
- Rust - Rust
license: GPLv3 license: GPLv3
source: "https://git.sr.ht/~redstrate/hydrus-sync-client/" source: "https://codeberg.org/redstrate/hydrussyncclient/"
summary: "Sync hydrus databases using rsync." summary: "Sync hydrus databases using rsync."
--- ---

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@ -10,7 +10,7 @@ projtags:
aliases: aliases:
- /projects/libxiv - /projects/libxiv
license: GPLv3 license: GPLv3
source: "https://git.sr.ht/~redstrate/libxiv" source: "https://github.com/redstrate/libxiv"
summary: "Unmaintained FFXIV modding framework." summary: "Unmaintained FFXIV modding framework."
--- ---

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@ -6,7 +6,7 @@ layout: "project"
projtags: projtags:
- Reverse Engineering - Reverse Engineering
- Android - Android
source: "https://git.sr.ht/~redstrate/neostream" source: "https://codeberg.org/redstrate/neostream"
license: GPLv3 license: GPLv3
summary: "Open-source Android Twitch client" summary: "Open-source Android Twitch client"
--- ---

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@ -19,7 +19,7 @@ difference however, as I learned a lot since originally writing libxiv which I h
modding frameworks, this one is aiming to be all "batteries included" instead of exclusively focusing on texture modding, modding frameworks, this one is aiming to be all "batteries included" instead of exclusively focusing on texture modding,
data scraping, etc. data scraping, etc.
Physis features a C api which is accessed through the [libphysis](https://git.sr.ht/~redstrate/libphysis) library. This Physis features a C api which is accessed through the [libphysis](https://github.com/redstrate/libphysis) library. This
library should be usable through any language that can access the C FFI. library should be usable through any language that can access the C FFI.
You can read more on it's [dedicated webpage on xiv.zone](https://xiv.zone/physis/). It's also published on [crates.io](https://crates.io/crates/physis)! You can read more on it's [dedicated webpage on xiv.zone](https://xiv.zone/physis/). It's also published on [crates.io](https://crates.io/crates/physis)!

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@ -2,7 +2,7 @@
title: "Prism" title: "Prism"
date: 2020-08-11 date: 2020-08-11
draft: false draft: false
source: "https://git.sr.ht/~redstrate/prism" source: "https://codeberg.org/redstrate/prism"
license: MIT license: MIT
projtags: projtags:
- 3D - 3D

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@ -1,7 +1,7 @@
--- ---
title: "Protean" title: "Protean"
date: 2021-08-25 date: 2021-08-25
source: "https://git.sr.ht/~redstrate/protean" source: "https://codeberg.org/redstrate/protean"
license: MIT license: MIT
projtags: projtags:
- Go - Go

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@ -2,7 +2,7 @@
title: "Raytracer" title: "Raytracer"
date: 2020-02-17 date: 2020-02-17
draft: false draft: false
source: "https://git.sr.ht/~redstrate/raytracer" source: "https://codeberg.org/redstrate/raytracer"
license: MIT license: MIT
projtags: projtags:
- CPlusPlus - CPlusPlus

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@ -6,7 +6,7 @@ layout: "project"
projtags: projtags:
- CPlusPlus - CPlusPlus
- Qt - Qt
source: "https://git.sr.ht/~redstrate/redai" source: "https://codeberg.org/redstrate/redai"
license: GPLv3 license: GPLv3
summary: "Website gallery manager" summary: "Website gallery manager"
--- ---

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@ -7,7 +7,7 @@ projtags:
- Kernel - Kernel
- C - C
license: GPLv3 license: GPLv3
source: https://git.sr.ht/~redstrate/sen source: https://codeberg.org/redstrate/sen
summary: "Kernel for learning purposes." summary: "Kernel for learning purposes."
--- ---

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@ -7,7 +7,7 @@ projtags:
- CPlusPlus - CPlusPlus
- Reverse Engineering - Reverse Engineering
- 3D - 3D
source: "https://git.sr.ht/~redstrate/shaderboy" source: "https://codeberg.org/redstrate/shaderboy"
license: MIT license: MIT
summary: "Allows you to view shadertoy shaders offline" summary: "Allows you to view shadertoy shaders offline"
--- ---

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@ -9,7 +9,7 @@ layout: "project"
aliases: aliases:
- /projects/silica-viewer - /projects/silica-viewer
- /silica-viewer - /silica-viewer
source: https://git.sr.ht/~redstrate/silica-viewer source: https://codeberg.org/redstrate/silicaviewer
license: MIT license: MIT
summary: "Finally, you can view your Procreate© artwork on your Mac! It also includes thumbnail and Quick Look previews as well for use in Finder." summary: "Finally, you can view your Procreate© artwork on your Mac! It also includes thumbnail and Quick Look previews as well for use in Finder."
--- ---
@ -21,7 +21,7 @@ summary: "Finally, you can view your Procreate© artwork on your Mac! It also in
## Why is it no longer on the App Store? ## Why is it no longer on the App Store?
I no longer provide the application on the app store [as detailed in this blog post]({{< ref "future-of-silica-viewer" >}}). However, the I no longer provide the application on the app store [as detailed in this blog post]({{< ref "future-of-silica-viewer" >}}). However, the
code is fully open-source, and you can find it [here](https://sr.ht/~redstrate/silica-viewer). It should build out of the box in Xcode. code is fully open-source, and you can find it [here](https://codeberg.org/redstrate/silicaviewer). It should build out of the box in Xcode.
## Can I see my timelapse? ## Can I see my timelapse?

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@ -1,31 +0,0 @@
---
title: "SM64 Vulkan"
date: 2022-10-03
draft: false
layout: "project"
projtags:
- N64
- C
- CPlusPlus
- Reverse Engineering
- Vulkan
- 3D
license: Unknown
source: https://git.sr.ht/~redstrate/sm64
summary: "Fork of sm64-port for Linux using Vulkan."
---
This is my personal fork of [sm64-port](https://github.com/sm64-port/sm64-port). Why? Because it's fun! I'm simply
building on the great work already done by other people.
![Older WIP screenshot without blending support](13090-477b1a5c-8d3e-45e8-a77a-36e866a0c7b0.webp)
# Differences from sm64-port
Since I'm primarily a Linux user, I'm prioritizing Linux usage above everything else. I have already fixed a bunch of
Linux-specific bugs that I encountered (vsync timer issues, pulseaudio sync issues, and more). Stuff that does not
relate to this goal is bound to be removed or unmaintained (Windows support, native N64 support, etc.), and there are
better forks if you're looking for support of that stuff.
Oh yeah, I'm also building a Vulkan backend for the N64 renderer :-) By default OpenGL is used, but you can force Vulkan
by passing `-vulkan` when running the game.

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@ -2,7 +2,7 @@
title: "Trinity" title: "Trinity"
date: 2018-03-18 date: 2018-03-18
draft: false draft: false
source: "https://git.sr.ht/~redstrate/trinity" source: "https://codeberg.org/redstrate/trinity"
license: GPLv3 license: GPLv3
projtags: projtags:
- CPlusPlus - CPlusPlus

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@ -2,9 +2,9 @@
title: "Water Symbol" title: "Water Symbol"
date: 2022-05-01 date: 2022-05-01
draft: false draft: false
source: "https://git.sr.ht/~redstrate/watersymbol" source: "https://codeberg.org/redstrate/watersymbol"
license: GPLv3 license: GPLv3
license-url: https://git.sr.ht/~redstrate/watersymbol/tree/main/item/LICENSE license-url: https://codeberg.org/redstrate/WaterSymbol/src/branch/main/LICENSE
projtags: projtags:
- Java - Java
- Game - Game

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@ -1,21 +0,0 @@
---
title: "Uses"
draft: "true"
---
## Workstation
# Software
* Operating System: Gentoo Linux
* Browser: LibreWolf
* Desktop Environment: KDE
# Built With
This site is built with
* [Hugo] as the static site generator
* [Hetzner] for hosting
* [Nginx] for serving the site's files
* [sourcehut]/[git] for version control and hosting of the source code repository. I also use sourcehut's build system to rsync the files to my server

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@ -1,6 +1,6 @@
name = "red" name = "red"
license = "MIT" license = "MIT"
licenselink = "https://git.sr.ht/~redstrate/redstrate.com/tree/master/item/themes/red/LICENSE" licenselink = "https://github.com/redstrate/redstrate.com/tree/main/themes/red/LICENSE"
description = "Custom Hugo theme for use on redstrate.com" description = "Custom Hugo theme for use on redstrate.com"
homepage = "https://redstrate.com/" homepage = "https://redstrate.com/"
tags = [] tags = []