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sega's motion graphics library for their late ps2/gamecube era games (Sonic Heroes, Sonic Riders) was really freaking impressive, ngl

can someone acquire for me the lossless doom 2016 and eternal soundtracks from the doom eternal CE

last mission of Doom Eternal; just 2 more weapon points and I have 100% everything on Nightmare

kids stop lying to get into adults-only spaces challenge 2020

My husband is dead. I don't want to remarry. I only want REALM OF THE MAD GOD. See my life pots. CLICK HERE

eidolon boosted

Don't you ever think that open source software activism is not a "real world" issue

"Hospitals Need to Repair Ventilators. Manufacturers Are Making That Impossible"
vice.com/en_us/article/wxekgx/

i should just buy another switch dock and stick it in my bedroom so i can be a lazy (depressed) shit and play video games in bed all day

74 degrees 80% humidity in my house rn and I am drenched

UK politics, covid??? 

i'm having trouble grappling with the reality that a world leader is possibly going to die from covid this week??? holy shit

Imagine being a tech company and deliberately undercutting your own fucking products because your product management is at each other's throats for resume padders.

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What the fuck is wrong with Google Chrome on Android anyway? Android has a perfectly great native password manager API that everything else supports, but Chrome explicitly REMOVED its use of that API in favor of ONLY supporting Google's own manager.

I've tried this before, but apparently Aseprite's constituent libraries for documents and rendering are under MIT license instead of the EULA, so they can be used independently of Aseprite proper (i.e. a native importer for Godot)

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Godot Engine minor complaint 

My point of friction with Godot lately is that a single imported asset can only technically produce one output Resource or Scene which can be referenced by other assets directly.

This is a rather annoying workflow barrier if you are, for example, exporting many pieces of a modular level design kit from a single project file, where each object shares materials and textures.

The model importer works around this by allowing you to create binary assets directly into your project on import, but these external assets do not share the same lifecycle of the parent asset like .import assets do. This turns out to have odd side effects in the asset manager not properly refreshing assets like you'd expect when e.g. a .glb with multiple objects is modified externally.

Formula 1 is having a virtual grand prix stream and it is ADORABLE

i never owned an n64 growing up and only ever played n64 games in emulators, don't laugh at me

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