mcc Profile picture
3 Jun, 16 tweets, 4 min read
So… this is odd.
Sublime Text did an update.
Now it is running like mud and pegging the CPU at 100%.
I eventually realized it was doing this "indexing" task.
Indexing… what?
I think it might be doing some parsing operation on multi-megabyte webpack-generated js files D: D: D:
Also the dock icon updated and now it follows the new Mac OS HI standards, which suck :/ They made every icon a rounded rectangle and now I can't distinguish them by shape anymore
It is SUCH an awful feeling trying to type on a MacBook which is overheating. The keys are made of lava
I didn't even mean to upgrade… it was one of those things where I click and then afterward discover a dialog box was opening under my cursor just as I was clicking :/
Oh.
Uh
…Uhhm
Okay.
Well, in addition to the new upgrade killing perf and/or pegging my CPU,
it also downgraded me to the shareware-unregistered version. forum.sublimetext.com/t/after-recent…
Apparently Sublime Text's "upgrade" box now invalidates your license and doesn't tell you until after
This is pretty annoying! Maybe there are some apps I wouldn't mind "oh, that update didn't work so well for me, I guess I have to re-download the old version" but this is… my … text editor? I'd expect my text editor to not just nuke itself. I'd expect that's high-availability
Anyway. Let's recap
1. Sublime Text has an update box open for you right now you've been ignoring.
2. If you agree to it, two things will happen. All your indexes will fry (because 3->4 update) and your CPU will peg until they're done, and two, AFTER upgrade, it will demand $99
So, uh, I guess, avoid clicking that upgrade button unless you are willing to pay $99 and also leave your computer "re-indexing" overnight
So Sublime Text 4 is a bit of a disaster. In addition to costing $99 (but not telling you this until *after* the upgrade) "New View Into File" is now gone and replaced with a "Split View" which (1) is not what I want & (2) is frankly buggy & interacts poorly with existing plugins
For example, one odd thing about the "Split View" which has replaced New View Into File is that if you close one of the views, it asks if you want to save before closing. But of course I'm not closing it, I'm just reverting from split view back to normal view?
Another vague frustration in ST4 is a new "Intellisense" like feature; if I wanted "Intellisense" I'd be using VSCode. In my experience these features mainly serve to interrupt my flow by causing the editor to briefly hang. ST4's does this & its suggestions don't even make sense
If you'll look, in this case, it's bringing up the intellisense/autocomplete when I typed a }, producing a syntactically complete TypeScript line. Its suggestions are…seemingly every symbol that exists in the file?, none of which would be syntactically allowed at cursor position
Maybe the split view*, and whatever the new autocomplete behavior is, are just a sign that this is a "version 1.0" for ST4 and some bugs need ironing out. But if that's the case maybe they should have beta'd longer…? I don't know.
( * Personally I literally never want horizontal split view because code lines are long and horizontal split cuts them in half. I still miss XCode 3, which is the only editor I've ever seen to have a quick-access vertical-split feature. Maybe ST4 can be configured like this? )
Anyway I'd have already switched back to 3 already but after the "indexing…" sandbagging the 3->4 switch gave me, I'm afraid switching back to 3 will result in another multi-hour re-index. ( ST4 for some reason stores its config files in ~/Application Support/Sublime Text 3 )
UPDATE: Setting down my laptop for an hour or two in the middle of a workday to let the "indexing" operation complete after downgrading from ST4 to ST3 because ST4, totally inexplicably, locks up the computer for about a second every time I alt tab in or out(?)

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More from @mcclure111

4 Jun
I really, really hate using software that doesn't come with documentation Image
UPDATE: After a *lot* of fiddling I have managed to get to reduce the "unknown function code" from 0x935 to 0x7a. Is that better? It's going down. Is going down better? Image
What I'm trying to do is call this function. This is all the docs I have. Note the lack of a type on "key". In fact, the key MUST be a very special object created by an entirely other npm package, which can itself only be constructed with the output of a third npm package Image
Read 6 tweets
2 Jun
Hey Javascript people. Let's say I'm sitting here and going "I need to sign a binary blob then later verify that signature... I know, I'll use SubtleCrypto.sign". Do you feel a need to fling my laptop aside and yell "NO! You fool!! Use ____ from NPM!!" instead?
Also:
- How do I know which of the four crypto.subtle.sign algorithms to use?
- subtle.sign and subtle.encrypt use a totally different. Is there a way to use one key for both signing and encryption?
- I don't see nothin in the docs about like... IVs. Isn't choice of IV important
This is really hard maybe I'll just use TweetNacl :(
Read 4 tweets
2 Jun
Hey so uh if this is for real: What are the chances we could successfully run a boycott threat campaign against Square and Sega demanding they cancel their planned NFT releases this summer
Sega and Square both made similar announcements around the same time (NFTs coming at a vague time this summer); the similarity suggests to me some specific common NFT vendor (in Japan?) got to them. But the lead time creates a sliver of a chance for organizing
(The logic of a boycott is hope Sega/Square may be willing to drop the thing if they realize profits are no longer worth the cost. But if a 3p vendor is driving the NFT campaigns, that might not matter—maybe Sega/Square get a fixed $N million regardless of what the NFTs sell for)
Read 4 tweets
2 Jun
TypeScript is basically the only reason I'm able to write JavaScript. At all. Everytime I interact with a JS library that doesn't have typings I'm reminded of this at a deep level. "protocol.include()" "protocol.include" is not a function" How the hell was I supposed to know that
Anyway just lost a day or two of time because
1. Writing callbacks/async functions
2. Something in the guts of the system calling the callbacks was catching exceptions and not printing the errors
3. Called a nonexistent function in a callback because there's no typings or docs
4. Invalid function call throws an exception, callback caller throws away the exception, my debug printf on the line after the invalid function is not printed
5. I assume, because the debug printf isn't seen, that the entire function is not being called

THIS HAS HAPPENED BEFORE
Read 7 tweets
2 Jun
So: I want to talk about Returnal.

What I want to convince you is *this is the Metroid Prime game you have been waiting for for years*. Assuming you've been waiting for a Metroid Prime game. There's elements of Hades and other stuff in there, but Metroid Prime sets the gamefeel.
Combat is pure MP. A combination of hitscan-for-you, projectiles-for-enemies and homing elements make shooting feel like the MP lockon. Since enemy projectiles are slow moving, you're mostly dodging while maneuvering terrain like you were in MP. Dash feels like target-jump.
You crawl a rainy alien planet while progressively unlocking upgrades. Instead of backtracking there's a sort of forward-tracking— you encounter rooms you can't solve yet, until you get an upgrade in the metagame and think "ah! I can now solve [x room] when it comes up at random"
Read 6 tweets
24 May
This game I have been working on for three years, slowly calcifying around what started as a rapid-prototyping demo, has a very important function that draws a scene. The function takes two arguments, a scene, and "realBig". If "realBig" is true, the scene is drawn 4 times larger
I don't... I don't remember why realBig is there. I can't fathom why I'd need to sometimes draw it bigger than other times, much less by precisely a factor of 4. This function is called in three places, in two realBig is true, in the third it is false.

What.
This project has basically been me going in with a well-honed, carefully-thought-out mental list of mistakes to never make in a long-running game project, and then committing all of them
Read 4 tweets

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