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481
Development blog / Re: The obligatory Christmas update.
« on December 14th, 2014, 03:58 PM »
:hmm:Quote from Bunstonious on December 10th, 2014, 10:42 PM "All work and no play make Jack a dull boy"...Quote from Bunstonious on December 10th, 2014, 10:42 PM I'm pessimistic about that.
For some time I thought Pandos would take over from Pete, but alas I doubt it'll be the case now, as he seems to have drifted to other occupations.
Hey Nao , you need to do what you need to do, if that is take a break then have a good break and refresh yourself :)
One of the things I have learned recently is if you aren't having fun, then you feel kinds shit (hence the bike licence)!
At the end of the day though, it can't be a 1 man show, I am sure the community will help out.
For some time I thought Pandos would take over from Pete, but alas I doubt it'll be the case now, as he seems to have drifted to other occupations.
482
Plugins / Re: Plugin request - Ad Management
« on December 14th, 2014, 03:51 PM »
I don't think anyone is working on this.
I'm a bit rusty myself, and still fighting over the idea of allowing forums to make money off the software I worked on for 4 years, when I don't even get to get paid for it... :-/ (Seriously, I've received like $20 in donations in the last 4 years...)
The new feature is intended for modding source files only, although I've resumed work on doing this for loadTemplate as well. Which has the added benefit of getting rid of an admin flag, yay...
I'm a bit rusty myself, and still fighting over the idea of allowing forums to make money off the software I worked on for 4 years, when I don't even get to get paid for it... :-/ (Seriously, I've received like $20 in donations in the last 4 years...)
The new feature is intended for modding source files only, although I've resumed work on doing this for loadTemplate as well. Which has the added benefit of getting rid of an admin flag, yay...
483
Development blog / Re: The obligatory Christmas update.
« on December 10th, 2014, 10:31 PM »
Thanks for spotting that one. Fixed.
I'm not sure what you mean with variables..?
As for templates, yeah it's a current limitation. As I said, only (part of) core/app files and core/SSI.php can be edited; in exchange, Wedge does away with SMF's detestable way of upgrading versions. i.e. having to re-mod all files, SMF would never do that properly for me, so I always played it safe and re-modded the files manually every time. This is why I was okay with Pete getting rid of mods in Wedge, but is also the reason why I restored the feature after I realized that my app caching system allowed to do that easily. (And in less than 150 lines of code!)
Oh yeah, forgot to ask... Is it compatible with SMF's before/after positions? I only took a minute to implement these, and I may have inverted their roles. In fact, I never know which one is which... I've been thinking of renaming the XML tags to something less convoluted, like SMF's very first modding system file format, but then I realized that it would make it harder to convert mods, so...
Plus, don't forget you don't need the CDATA tags in your mods.xml file. You can use them to ease importing of old mods, but the only thing it'll do is slow down the parsing.
I'm not sure what you mean with variables..?
As for templates, yeah it's a current limitation. As I said, only (part of) core/app files and core/SSI.php can be edited; in exchange, Wedge does away with SMF's detestable way of upgrading versions. i.e. having to re-mod all files, SMF would never do that properly for me, so I always played it safe and re-modded the files manually every time. This is why I was okay with Pete getting rid of mods in Wedge, but is also the reason why I restored the feature after I realized that my app caching system allowed to do that easily. (And in less than 150 lines of code!)
Oh yeah, forgot to ask... Is it compatible with SMF's before/after positions? I only took a minute to implement these, and I may have inverted their roles. In fact, I never know which one is which... I've been thinking of renaming the XML tags to something less convoluted, like SMF's very first modding system file format, but then I realized that it would make it harder to convert mods, so...
Plus, don't forget you don't need the CDATA tags in your mods.xml file. You can use them to ease importing of old mods, but the only thing it'll do is slow down the parsing.
484
Features / Re: New revs
« on December 10th, 2014, 10:26 PM »
[Commit revision edb14af]
Author: Nao
Date: Wed, 10 Dec 2014 22:26:34 +0100
Stats: 1 file changed; +1 (insertion), -0 (deletion)
Date: Wed, 10 Dec 2014 22:26:34 +0100
Stats: 1 file changed; +1 (insertion), -0 (deletion)
- Forgot to declare $flushed in DisablePlugin. Thanks CerealGuy! (ManagePlugins.php)
485
Development blog / Re: The obligatory Christmas update.
« on December 10th, 2014, 06:41 PM »
As I said in the commit log, you need to create a mods.xml file in your plugin folder, then populate it with, for instance:
Code: [Select]
Then enable your plugin, and you should see 'it works' at the top of your homepage.
(The commit log says 'Home', not 'Home.php', but I think it's 'Home.php'... For now, at least. Or maybe both work...)
<file name="Home.php">
<operation>
<search position="after">loadTemplate('Home');</search>
<add>
echo 'It WORRRRRRRRRRRRRRKS!!!!!!!!!!!!!!!!';
</add>
</operation>
</file>Then enable your plugin, and you should see 'it works' at the top of your homepage.
(The commit log says 'Home', not 'Home.php', but I think it's 'Home.php'... For now, at least. Or maybe both work...)
486
Development blog / The obligatory Christmas update.
« on December 10th, 2014, 03:58 PM »
Ho ho ho, hello there! Merry something, I don't know if it's too early, I'm not too good at social things.
As you probably know from my earlier blog post, my life these last few months has been quite hectic, me being a new father and all. Of course, Wedge had to take a back seat and I focused more on real life. I guess when things cooled down a bit, I wasn't so much in a mood to work again, and decided to dive again into one of my other passions, and a much less brain-melting passion at that, movies and TV. Bought myself a new quality TV, and discovering the joys of 1080p. I even went to my local theater yesterday (for the first time in like, 2 years ?!), because I really wanted to watch Interstellar. Which I loved, if you're curious.
I also had a couple of requests regarding a 'proper' beta for Wedge. I'm not a strong believer in compartmentalizing versions or whatever, and with my current lack of time/interest, I can't bring myself to doing proper release control anyway. All I can say is: the day Wedge went public (and it's already been nearly a year!), I considered it not 'alpha', not 'beta', but simply 'public'. That is, ready for production use. You just need to keep in mind that if you want to use Wedge, it's in your best interest to install a Git client and keep a copy of the Wedge repo somewhere, so that you can upload updated files as they're made available.
Short of getting paid for my work on the software (and I have 4 years of expertise on the subject, without even including my SMF years, so I really deserve some kind of repayment), you'll have to settle on my occasional bursts of passion to keep the project going.
For instance, right after I came back from Interstellar, around midnight, I decided I couldn't go to bed after seeing scientists do their math, and I did mine. As a result, plugin authors should now be able to edit Wedge source files the same way they can edit SMF files through mods. This should, basically, save you the hassle of having to request for hooks wherever they aren't conveniently being offered to you. If you're a Wedge plugin author wannabe, but you don't like the idea of having to rewrite your SMF mods from the ground up, that feature might be of interest to you. Have fun! And don't forget that it's not finalized, so I may have to rewrite it substantially after I get some feedback.
As you probably know from my earlier blog post, my life these last few months has been quite hectic, me being a new father and all. Of course, Wedge had to take a back seat and I focused more on real life. I guess when things cooled down a bit, I wasn't so much in a mood to work again, and decided to dive again into one of my other passions, and a much less brain-melting passion at that, movies and TV. Bought myself a new quality TV, and discovering the joys of 1080p. I even went to my local theater yesterday (for the first time in like, 2 years ?!), because I really wanted to watch Interstellar. Which I loved, if you're curious.
I also had a couple of requests regarding a 'proper' beta for Wedge. I'm not a strong believer in compartmentalizing versions or whatever, and with my current lack of time/interest, I can't bring myself to doing proper release control anyway. All I can say is: the day Wedge went public (and it's already been nearly a year!), I considered it not 'alpha', not 'beta', but simply 'public'. That is, ready for production use. You just need to keep in mind that if you want to use Wedge, it's in your best interest to install a Git client and keep a copy of the Wedge repo somewhere, so that you can upload updated files as they're made available.
Short of getting paid for my work on the software (and I have 4 years of expertise on the subject, without even including my SMF years, so I really deserve some kind of repayment), you'll have to settle on my occasional bursts of passion to keep the project going.
For instance, right after I came back from Interstellar, around midnight, I decided I couldn't go to bed after seeing scientists do their math, and I did mine. As a result, plugin authors should now be able to edit Wedge source files the same way they can edit SMF files through mods. This should, basically, save you the hassle of having to request for hooks wherever they aren't conveniently being offered to you. If you're a Wedge plugin author wannabe, but you don't like the idea of having to rewrite your SMF mods from the ground up, that feature might be of interest to you. Have fun! And don't forget that it's not finalized, so I may have to rewrite it substantially after I get some feedback.
487
Features / Re: New revs
« on December 10th, 2014, 03:57 PM »
[Commit revision 16b5014]
Author: Nao
Date: Wed, 10 Dec 2014 15:46:40 +0100
Stats: 3 files changed; +129 (insertions), -2 (deletions)
Date: Wed, 10 Dec 2014 15:46:40 +0100
Stats: 3 files changed; +129 (insertions), -2 (deletions)
- Implementing support for SMF-style file modifications (mods). (ManagePlugins.php, Subs-MinifyPHP.php, index.php)
- Notes:
- (1) You may only edit files loaded via loadSource, including SSI.php and most files in the core/app folder.
- (2) This is a very basic implementation for now. Hopefully, I can build upon this to make it a better mod system than SMF's.
- (3) You need to add a 'mods.xml' file to your plugin folder, and just have it say things like this: <file name="Home"><operation><search position="after">loadTemplate('Home');</position><add>echo 'Hello, world!';</add></operation></file>.
- (4) You can use CDATA tags if you want, but they're not actually taken into account. Meaning you can't really use </position>, </add> and </operation> strings inside your code. But then again... Why would you?
- (5) This new feature enforces the use of app caching. So every time you enable or disable a plugin, pages should take a bit longer to load, to give Wedge time to actually re-patch files on your behalf. Good news is, if a file can't be patched (e.g. wrong file version or you edited it manually), conflicting plugins should be automatically disabled, and an error will be logged for admins to look into. Needs translations and stuff.
- (6) As usual, I haven't tested much.
488
Archived fixes / Re: Sorry, but you do not have permission to upload this type of item to...
« on December 9th, 2014, 06:18 PM »
And you're not getting any errors in the log..?
Did you try creating a fake account for yourself?
Are quotas set properly?
Did you try creating a fake account for yourself?
Are quotas set properly?
489
Features / Re: New revs
« on November 16th, 2014, 09:17 PM »
[Commit revision ee77aaf]
Author: Nao
Date: Sun, 16 Nov 2014 21:15:43 +0100
Stats: 1 file changed; +31 (insertions), -23 (deletions)
[Commit revision 8f04071]
Author: Nao
Date: Sun, 16 Nov 2014 21:17:13 +0100
Stats: 1 file changed; +3 (insertions), -7 (deletions)
Date: Sun, 16 Nov 2014 21:15:43 +0100
Stats: 1 file changed; +31 (insertions), -23 (deletions)
- The smiley CSS generator wasn't applying page replacements; as this features is intended to allow you to replace straight folders with sub-domains for readability or whatevs (see wedge.org), it was breaking non-embedded smileys. (Subs-Cache.php)
[Commit revision 8f04071]
Date: Sun, 16 Nov 2014 21:17:13 +0100
Stats: 1 file changed; +3 (insertions), -7 (deletions)
- Fixed relative dates... Again. Hopefully, for good this time. (Subs.php)
490
Archived fixes / Re: Post Time
« on November 16th, 2014, 02:41 PM »
Should be all good!
The problem was that the datetime param should show a server-based timestamp, because it'll always show a date based on the server's time zone...
Please test whatever was fixed earlier, and might be broken by this new fix, before I make a fool of myself and commit it... ;)
The problem was that the datetime param should show a server-based timestamp, because it'll always show a date based on the server's time zone...
Please test whatever was fixed earlier, and might be broken by this new fix, before I make a fool of myself and commit it... ;)
491
Archived fixes / Re: Post Time
« on November 16th, 2014, 02:16 PM »
Okay, lemme look into that (again)... Changing my time zone to Rocky Mountains... (Because I've been breaking baaaad these days!)
:edit: All right, looks like relative times are hardcoded on the server or something...
:edit: Test...
:edit: Looks like it's working now..?
:edit: All right, looks like relative times are hardcoded on the server or something...
:edit: Test...
:edit: Looks like it's working now..?
492
Plugin Support / Re: Github plugin problem
« on November 16th, 2014, 01:50 PM »
It's more of a git/github software problem, rather than a plugin problem... Technically, it's very likely that their software automatically adds linebreaks after 80 characters or so, to account for git GUIs that don't automatically wrap lines when showing a git commit message.
Only solutions would be to either switch to TortoiseGit for committing (it's way better than GitHub for Windows, although it has a steeper learning curve), or prevent the plugin from adding 'regular' bullets on new lines without a prefix (*, !, -, +...)
Only solutions would be to either switch to TortoiseGit for committing (it's way better than GitHub for Windows, although it has a steeper learning curve), or prevent the plugin from adding 'regular' bullets on new lines without a prefix (*, !, -, +...)
493
Bug reports / Re: handleMultiple is only partially implemented
« on November 16th, 2014, 01:45 PM »
This was written by Dragooon back then; his implementation (while it had the merit to exist) had many flaws, I fixed most of them but there are still many problems with it.
One of the problems is when you get multiple notifications for a specific topic, or whatever event -- like, several people liked a post of yours. It can get complicated to manage. If you'll notice, Facebook actually has (or had) similar problems. Recently, I noticed that they changed their system to handle multiple notifications in a single item per visit to the notification center, and then when you come back to it, new notifications are put into a new item. Or maybe it's on a daily basis, I don't know.
This isn't something I see myself working on in the foreseeable future, so right now you're stuck with Wedge's way of doing things, unless someone else wants to take the job of course.
One of the problems is when you get multiple notifications for a specific topic, or whatever event -- like, several people liked a post of yours. It can get complicated to manage. If you'll notice, Facebook actually has (or had) similar problems. Recently, I noticed that they changed their system to handle multiple notifications in a single item per visit to the notification center, and then when you come back to it, new notifications are put into a new item. Or maybe it's on a daily basis, I don't know.
This isn't something I see myself working on in the foreseeable future, so right now you're stuck with Wedge's way of doing things, unless someone else wants to take the job of course.
494
Archived fixes / Re: Post Time
« on November 13th, 2014, 01:00 AM »
So... Means there's still a bug right?
495
Archived fixes / Re: Hacking attempt...
« on November 12th, 2014, 11:49 PM »
0755 should work in general better than 0777 for folders, so I still recommend trying out 0755 first...