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#libfluid — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #libfluid, aggregated by home.social.

  1. I ran into an issue with how libfluid handled the context menus (they clipped out of the screen if they were too wide) so I used the opportunity to clear through Fluid's next release bug list while fixing that one.

    git.samerion.com/Samerion/Flui

    #Samerion #libfluid #ui

  2. I ran into an issue with how libfluid handled the context menus (they clipped out of the screen if they were too wide) so I used the opportunity to clear through Fluid's next release bug list while fixing that one.

    git.samerion.com/Samerion/Flui

    #Samerion #libfluid #ui

  3. I ran into an issue with how libfluid handled the context menus (they clipped out of the screen if they were too wide) so I used the opportunity to clear through Fluid's next release bug list while fixing that one.

    git.samerion.com/Samerion/Flui

    #Samerion #libfluid #ui

  4. I ran into an issue with how libfluid handled the context menus (they clipped out of the screen if they were too wide) so I used the opportunity to clear through Fluid's next release bug list while fixing that one.

    git.samerion.com/Samerion/Flui

    #Samerion #libfluid #ui

  5. I ran into an issue with how libfluid handled the context menus (they clipped out of the screen if they were too wide) so I used the opportunity to clear through Fluid's next release bug list while fixing that one.

    git.samerion.com/Samerion/Flui

    #Samerion #libfluid #ui

  6. I've also pushed a rather small change to #libfluid to give me better control over input. And to make that possible, a complex feature to let I/O interfaces be backwards-compatible

  7. Progress from yesterday: bones are now connected with lines, and can be selected.

    #gamedev #indiedev #libfluid

  8. Progress from yesterday: bones are now connected with lines, and can be selected.

    #gamedev #indiedev #libfluid

  9. Progress from yesterday: bones are now connected with lines, and can be selected.

    #gamedev #indiedev #libfluid

  10. Progress from yesterday: bones are now connected with lines, and can be selected.

    #gamedev #indiedev #libfluid

  11. Progress from yesterday: bones are now connected with lines, and can be selected.

    #gamedev #indiedev #libfluid

  12. First time deployment of libfluid's reference documentation: libfluid.org/docs/main

    Finally — it has been requested for quite a while.

    #libfluid

  13. Update on the model editing thing: IT WORKS. Not sure why it's so slow, though.

    #libfluid #samerion #gamedev #3d

  14. Update on the model editing thing: IT WORKS. Not sure why it's so slow, though.

    #libfluid #samerion #gamedev #3d

  15. Update on the model editing thing: IT WORKS. Not sure why it's so slow, though.

    #libfluid #samerion #gamedev #3d

  16. Update on the model editing thing: IT WORKS. Not sure why it's so slow, though.

    #libfluid #samerion #gamedev #3d

  17. Update on the model editing thing: IT WORKS. Not sure why it's so slow, though.

    #libfluid #samerion #gamedev #3d

  18. Now working on: The world editor 🎶

    Starting by shaping its UI.

    #libfluid #ui #gamedev

  19. Now working on: The world editor 🎶

    Starting by shaping its UI.

    #libfluid #ui #gamedev

  20. Now working on: The world editor 🎶

    Starting by shaping its UI.

    #libfluid #ui #gamedev

  21. Now working on: The world editor 🎶

    Starting by shaping its UI.

    #libfluid #ui #gamedev

  22. Now working on: The world editor 🎶

    Starting by shaping its UI.

    #libfluid #ui #gamedev

  23. Today I got libmypaint working with my canvas component for Fluid! And yes, it reads my pen tablet input.

    This will be relevant to the blog I'm going to publish this week.

    #mypaint #libfluid

  24. Today I got libmypaint working with my canvas component for Fluid! And yes, it reads my pen tablet input.

    This will be relevant to the blog I'm going to publish this week.

    #mypaint #libfluid

  25. Today I got libmypaint working with my canvas component for Fluid! And yes, it reads my pen tablet input.

    This will be relevant to the blog I'm going to publish this week.

    #mypaint #libfluid

  26. Today I got libmypaint working with my canvas component for Fluid! And yes, it reads my pen tablet input.

    This will be relevant to the blog I'm going to publish this week.

    #mypaint #libfluid

  27. Today I got libmypaint working with my canvas component for Fluid! And yes, it reads my pen tablet input.

    This will be relevant to the blog I'm going to publish this week.

    #mypaint #libfluid

  28. A good update: I completed the work of integrating SDL3 stylus input to #libfluid. I also did an investigation of how difficult it may be to use #libmypaint and it seems to be mostly a matter of porting code — completely doable.

  29. A good update: I completed the work of integrating SDL3 stylus input to #libfluid. I also did an investigation of how difficult it may be to use #libmypaint and it seems to be mostly a matter of porting code — completely doable.

  30. A good update: I completed the work of integrating SDL3 stylus input to #libfluid. I also did an investigation of how difficult it may be to use #libmypaint and it seems to be mostly a matter of porting code — completely doable.

  31. A good update: I completed the work of integrating SDL3 stylus input to #libfluid. I also did an investigation of how difficult it may be to use #libmypaint and it seems to be mostly a matter of porting code — completely doable.

  32. A good update: I completed the work of integrating SDL3 stylus input to #libfluid. I also did an investigation of how difficult it may be to use #libmypaint and it seems to be mostly a matter of porting code — completely doable.

  33. First steps on the texture editor: trying to see if I can get pressure events from my pen tablet in Raylib. Using SDL3 as the backend, I can!

    Using `SDL_AddEventWatch` I can even do that without disrupting Raylib's input handling.

    🤘

    #raylib #libfluid #sdl3

  34. Fluid, the declarative user-interface library for D, has just been updated to version 0.7.3.

    Despite the patch number, this is one of the largest updates, massively boosting Fluid's potential capabilities. The I/O system is now modular, taking inspiration from algebraic effects.

    Full changelog: git.samerion.com/Samerion/Flui

    #libfluid #gui #ui #ux #dlang

  35. Fluid, the declarative user-interface library for D, has just been updated to version 0.7.3.

    Despite the patch number, this is one of the largest updates, massively boosting Fluid's potential capabilities. The I/O system is now modular, taking inspiration from algebraic effects.

    Full changelog: git.samerion.com/Samerion/Flui

    #libfluid #gui #ui #ux #dlang

  36. Fluid, the declarative user-interface library for D, has just been updated to version 0.7.3.

    Despite the patch number, this is one of the largest updates, massively boosting Fluid's potential capabilities. The I/O system is now modular, taking inspiration from algebraic effects.

    Full changelog: git.samerion.com/Samerion/Flui

    #libfluid #gui #ui #ux #dlang

  37. Fluid, the declarative user-interface library for D, has just been updated to version 0.7.3.

    Despite the patch number, this is one of the largest updates, massively boosting Fluid's potential capabilities. The I/O system is now modular, taking inspiration from algebraic effects.

    Full changelog: git.samerion.com/Samerion/Flui

    #libfluid #gui #ui #ux #dlang

  38. The last remaining issue in #libfluid 0.7.2 is closed! The new release is now tagged in git, but I'm leaving the changelog and DUB release for tomorrow.

  39. Fluid test suite work: A new function, dumpDraws, will output everything a node outputs as code that can be used in testing.

    #dlang #libfluid

  40. 41 contributions. Previous January best is 32.

    Hoping to release Fluid 0.7.2 later this month!

    #dlang #libfluid