Kyle Wannacott

Results 34 comments of Kyle Wannacott

I will have a `Go` at this. I have been looking for an excuse to learn more Go and how releases work on GitHub anyway.

> Can I work on this? This issue is being worked on; in PR: https://github.com/quick-lint/quick-lint-js/pull/669

I had the same issue of my `h` key not working: https://github.com/reduxjs/redux-devtools/issues/841. Edit: I am on Pop!_OS

> Is this script idempotent? If I run the script multiple times, will it create duplicate releases or will it do nothing? Yes it is idempotent; HTTP ~put~ PATCH requests...

Landed in: https://github.com/quick-lint/quick-lint-js/pull/669 :eyes:

@peter-kish Might be related to this; I can take the item out of ItemSlot and into InventoryGrid but not put it back. InventoryGrid and ItemSlot both contain same item with...

> @LeeWannacott Oh, this actually looks like something I fixed in v2.4.1. There's still no 2.4.1 release because I'm still polishing things, but it is available on the [dev_v2.4.1](https://github.com/peter-kish/gloot/tree/dev_v2.4.1) branch...

![image](https://github.com/peter-kish/gloot/assets/49783296/5b48835a-c588-42c1-b457-88b4d7b27925) @peter-kish Using a default icon on an ItemSlot doesn't seem to work on v2.41. (I haven't tested 2.4.0)

> Yeah, ideally, you would have only one protoset per game. Overriding can_hold_item (for ItemSlot and ItemRefSlot) and can_add_item (for Inventory) should be way easier than managing multiple protosets. I...

Never mind, I think I can pretty much achieve this without it being implemented by the library (by using the item_equipped signal). I can just call clear() after the item...