#plugindev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #plugindev, aggregated by home.social.
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First of three from TG Studios:
🎛 TG Spaces — out now, free
🎸 TG Model Master — 17 amps, 10 cabs, IR loading. Nearly ready.
🎹 TG Chord Caller — play it a song, it tells you the chords. Early days.All keyboard-first, all screen-reader-first, built by a blind musician because the tools didn't exist.
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First of three from TG Studios:
🎛 TG Spaces — out now, free
🎸 TG Model Master — 17 amps, 10 cabs, IR loading. Nearly ready.
🎹 TG Chord Caller — play it a song, it tells you the chords. Early days.All keyboard-first, all screen-reader-first, built by a blind musician because the tools didn't exist.
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#misskeyplugin #plugindev #plugin
Is there seriously no way to pop up a dialogue to take text input?
We haveMk:dialogbut it doesnt seem to be able to take text input -
#misskeyplugin #plugindev #plugin
Is there seriously no way to pop up a dialogue to take text input?
We haveMk:dialogbut it doesnt seem to be able to take text input -
I joined James LePage and Pascal Birchler on the Cosmos by WPLift podcast to dig into how the new WordPress AI Team came together and what we’re building.
We talked about multilingual tools, responsible AI, how this impacts contributors and agencies, and what “AI the WordPress way” really looks like.
Full episode: https://youtu.be/_cFPE0WUaS4?si=DaXeze0PvOZ7L2tE
#WordPress #AI #OpenSource #Multilingual #PluginDev #MCP #Gutenberg #WPAI -
I joined James LePage and Pascal Birchler on the Cosmos by WPLift podcast to dig into how the new WordPress AI Team came together and what we’re building.
We talked about multilingual tools, responsible AI, how this impacts contributors and agencies, and what “AI the WordPress way” really looks like.
Full episode: https://youtu.be/_cFPE0WUaS4?si=DaXeze0PvOZ7L2tE
#WordPress #AI #OpenSource #Multilingual #PluginDev #MCP #Gutenberg #WPAI -
Here we go...
The config ini changes in UE 5.5: Save, Load, Plugin
https://hyaniner.com/en/blog/config-ini-of-ue-5.5-20250218/
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
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Here we go...
The config ini changes in UE 5.5: Save, Load, Plugin
https://hyaniner.com/en/blog/config-ini-of-ue-5.5-20250218/
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
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I'm writing a post about Config for UE 5.5 on my blog.
My homepage, a pretty homepage
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
I didn't know it would take this long, but the more I dug into it, the more it felt like a landmine that I would step on again later, so I couldn't stop debugging. (I confess, I've stepped on it several times so far.)
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I'm writing a post about Config for UE 5.5 on my blog.
My homepage, a pretty homepage
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
I didn't know it would take this long, but the more I dug into it, the more it felt like a landmine that I would step on again later, so I couldn't stop debugging. (I confess, I've stepped on it several times so far.)
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Developing the editor plugin with Slate means there is a flooding of string resources inside C++ code. It's hard to stay sane.
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Developing the editor plugin with Slate means there is a flooding of string resources inside C++ code. It's hard to stay sane.
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When I use const_cast in my working project based on the Unreal Engine, I always feel guilty. But in the case of using the UObject, there is a need to do that sometimes.
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When I use const_cast in my working project based on the Unreal Engine, I always feel guilty. But in the case of using the UObject, there is a need to do that sometimes.
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In large-scale refactoring, the experience of suddenly solving problems by simply changing the name - in particular, the experience of solving problems that I had seen but forgotten about, or even problems that I hadn't noticed, all at once - I've experienced it several times so far. Still, it feels amazing every time I experience it.
#GameDev #IndieDev #IndieGameDev #PluginDev #Cpp #Programming #Refactoring
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In large-scale refactoring, the experience of suddenly solving problems by simply changing the name - in particular, the experience of solving problems that I had seen but forgotten about, or even problems that I hadn't noticed, all at once - I've experienced it several times so far. Still, it feels amazing every time I experience it.
#GameDev #IndieDev #IndieGameDev #PluginDev #Cpp #Programming #Refactoring
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The casue of this problem was that I used FSlateBorderBrush where I should use FSlateBrush. I had to use FSlateBrush as strike brush. It seems that I was confused after I saw the usage of the "Old/HyperlinkUnderline.png" as the hyperlink underline brush with the SetHovered(). I thought I had to use the FSlateBorderBrush for the underline and strikethrough. I'm ashamed, but my video card is ok.
#UnreaEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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The casue of this problem was that I used FSlateBorderBrush where I should use FSlateBrush. I had to use FSlateBrush as strike brush. It seems that I was confused after I saw the usage of the "Old/HyperlinkUnderline.png" as the hyperlink underline brush with the SetHovered(). I thought I had to use the FSlateBorderBrush for the underline and strikethrough. I'm ashamed, but my video card is ok.
#UnreaEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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I met a very interesting glitch a couple of days ago.
https://github.com/hyaniner/UnrealSTextBlockBrokenWithStrikeBrush
I'm worrying about several scenarios. Physical damage to my graphic card is one of those. But- It's too regular and stable to be considered physical damage.
#UnrealEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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I met a very interesting glitch a couple of days ago.
https://github.com/hyaniner/UnrealSTextBlockBrokenWithStrikeBrush
I'm worrying about several scenarios. Physical damage to my graphic card is one of those. But- It's too regular and stable to be considered physical damage.
#UnrealEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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If we think a lot about usability and create it, the structure becomes more flexible. However, this can make it more confusing for people who are seeing it for the first time. In this case, documentation becomes more important.
UToolMenu was like that. And it was very hard to find a document or example about this.
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If we think a lot about usability and create it, the structure becomes more flexible. However, this can make it more confusing for people who are seeing it for the first time. In this case, documentation becomes more important.
UToolMenu was like that. And it was very hard to find a document or example about this.
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In fact, I know how to work with Slate and UMG in c++ at the same time, and I have a little experience with it. But I did not dig down that rabbit hole deep enough, so I'm just staying with Slate out of fear (or laziness). Later, I might regret this later about this.
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In fact, I know how to work with Slate and UMG in c++ at the same time, and I have a little experience with it. But I did not dig down that rabbit hole deep enough, so I'm just staying with Slate out of fear (or laziness). Later, I might regret this later about this.
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Most of what I make tends to be overwhelmed with UI. It's because I want to make something powerful and handy. The destination seems to be getting closer.
As I get closer to my destination, I meet more and more slate elements that need to be implemented.
If I had been more active in using UMG or Blutility from the beginning, I might have been able to work faster.
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Most of what I make tends to be overwhelmed with UI. It's because I want to make something powerful and handy. The destination seems to be getting closer.
As I get closer to my destination, I meet more and more slate elements that need to be implemented.
If I had been more active in using UMG or Blutility from the beginning, I might have been able to work faster.
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🚨 Attention #WordPress developers! Important security updates are coming for plugin & theme authors on WordPress.org?utm_source=mastodon&utm_medium=social&utm_campaign=fedica-courtney-general. Learn more: https://make.wordpress.org/plugins/2024/09/04/upcoming-security-changes-for-plugin-and-theme-authors-on-wordpress-org/?utm_source=mastodon&utm_medium=social&utm_campaign=fedica-courtney-general #PluginDev #ThemeDev
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Auxiliary global nomad tab UI of my plugin.
At now, I'm making a part that saves the search results as FSoftObjectPath, unloads the searched target object, and then checks and loads the package again when needed. That "Validate" button is not easy.
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Auxiliary global nomad tab UI of my plugin.
At now, I'm making a part that saves the search results as FSoftObjectPath, unloads the searched target object, and then checks and loads the package again when needed. That "Validate" button is not easy.
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In my development of the refactoring tool for a graph-based visual script consisting of nodes, pins, and connections, (Yes, it means Blueprint of #UnrealEngine .) mathematical combinatorial explosion is really tough to handle. At first, I was very overwhelmed by it. Now, after a few months, I am starting to see some approaches and workarounds. But it is still a tough topic. At the same time, this challenge is interesting and exciting to me.