😄 Get ready for #SnykLIVE on Sept. 28 at 3 pm UTC with @afitnerd!
Learn how to protect your #Java application with actionable remediation and best practices for each ...
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"text": "Gonna be fun! If you can crash my app, I have a prize for you! But, you gotta be there\u2026"
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"text": "\ud83d\ude04 Get ready for #SnykLIVE on Sept. 28 at 3 pm UTC with @afitnerd!\n\nLearn how to protect your #Java application with actionable remediation and best practices for each exploit we demonstrate.\n\n\ud83d\udd17 :\nYoutube \u2013 bit.ly/3S5fT77\nTwitch \u2013 bit.ly/3taAtJv",
"html": "\ud83d\ude04 Get ready for <a href=\"https://twitter.com/search?q=%23SnykLIVE\">#SnykLIVE</a> on Sept. 28 at 3 pm UTC with <a href=\"https://twitter.com/afitnerd\">@afitnerd</a>!\n\nLearn how to protect your <a href=\"https://twitter.com/search?q=%23Java\">#Java</a> application with actionable remediation and best practices for each exploit we demonstrate.\n\n\ud83d\udd17 :\nYoutube \u2013 <a href=\"https://bit.ly/3S5fT77\">bit.ly/3S5fT77</a>\nTwitch \u2013 <a href=\"https://bit.ly/3taAtJv\">bit.ly/3taAtJv</a>"
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There is no more way to search for web pages that link to a given URL? Google link: is dead, can't find anything on DDG or Bing either. What do people do?
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"url": "https://twitter.com/Johannes_Ernst/status/1573370120566546450",
"content": {
"text": "There is no more way to search for web pages that link to a given URL? Google link: is dead, can't find anything on DDG or Bing either. What do people do?"
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"author": {
"type": "card",
"name": "Johannes Ernst",
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Him: "GDI!"
Other Him: "What's up?"
Him: "60 f'ing people on a call looking at a dead horse trying to figure out how to ride it again."
Me: "😳 ... 🤔 ... 😂😳🤭"
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"url": "https://twitter.com/karabaic/status/1573330075294236673",
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"text": "I love how Earn draws the line at Dasani. #AtlantaFX",
"html": "I love how Earn draws the line at Dasani. <a href=\"https://twitter.com/search?q=%23AtlantaFX\">#AtlantaFX</a>"
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"name": "jack the nonabrasive",
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Working with @afitnerd on a Zoom call on a security project. He says “Oh look, there’s no security issues because that’s just how good I am.” <— Love this guy. ...
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"url": "https://twitter.com/afitnerd/status/1573128626673160192",
"quotation-of": "https://twitter.com/rdegges/status/1572983827135614977",
"content": {
"text": "Love you back!"
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"name": "Micah Silverman - #StopWar",
"url": "https://twitter.com/afitnerd",
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"type": "entry",
"published": "2022-09-22T16:19:03+00:00",
"url": "https://twitter.com/rdegges/status/1572983827135614977",
"content": {
"text": "Working with @afitnerd on a Zoom call on a security project. He says \u201cOh look, there\u2019s no security issues because that\u2019s just how good I am.\u201d <\u2014 Love this guy. <333",
"html": "Working with <a href=\"https://twitter.com/afitnerd\">@afitnerd</a> on a Zoom call on a security project. He says \u201cOh look, there\u2019s no security issues because that\u2019s just how good I am.\u201d <\u2014 Love this guy. <333"
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"author": {
"type": "card",
"name": "Randall Degges",
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{
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"published": "2022-09-22T11:46:06-07:00",
"url": "https://beesbuzz.biz/blog/5757-Another-VRChat-shader-revelation",
"name": "Another VRChat shader revelation",
"content": {
"text": "I don\u2019t actually need the pigment map to look good in untrusted mode: I can have the material itself provide a fallback texture! There\u2019s nothing stopping me from putting a _MainTex slot on the shader which just does nothing on the shader, but which would be used by the Standard fallback; I can use other texture slots for the pigment map and palette. So obvious.Also, when laying out the palette, it would be helpful to group related things next to each other, which makes mipmapping play more nicely (and also makes authoring eaiser, although still not as easy as just fiddling with sliders in the Unity editor, unfortunately).\u2026.In any case, I\u2019ll probably target 16 attribute bands, which gives me plenty to work with; here\u2019s the ones I can think of right now (and a rough ordering for texture authoring purposes), and this is with coming up with way more hyper-fiddliness than I actually need:\nEyelids\nBase skin\nTummypatch skin\nHair (normal)\nHair (streak)\nNose\nLips\nInside of mouth\nTongue\nTeeth\nHorns\nEye albumen-iris-pupil\nCollar fabric\nCollar tag (modulation controls back-edge-front-engraving)\nOkay, that\u2019s nearly 16 bands already, so maybe I\u2019ll reserve 32 bands. Really it should be safe to go up to 64, although then you\u2019d probably start to run into banding artifacts on inter-band transitions and color bleed issues when mipmapping.Also, the bottom rows of the colormap should be reserved for various modulation effect gradients, for example subsurface and ambient occlusion.This makes me realize that it\u2019d also be fun to maybe experiment with lighting ramps in the future. I wouldn\u2019t want to bake that into the color map though, it\u2019d have to be done as a separate function (and texture lookup) in the shader. I think the Unity standard shader has a mechanism for overriding lighting computations, in which case that would be fairly easy to add! It would be fun to do things like adding toon/cel shading, or inverting the lighting ramp to give it an otherworldly effect, among other things. But that can come later.",
"html": "<p>I don\u2019t actually need the pigment map to look good in untrusted mode: I can have the material itself provide a fallback texture! There\u2019s nothing stopping me from putting a <code>_MainTex</code> slot on the shader which just does nothing on the shader, but which would be used by the Standard fallback; I can use other texture slots for the pigment map and palette. So obvious.</p><p>Also, when laying out the palette, it would be helpful to group related things next to each other, which makes mipmapping play more nicely (and also makes authoring eaiser, although still not as easy as just fiddling with sliders in the Unity editor, unfortunately).</p><p>\u2026.</p><p>In any case, I\u2019ll probably target 16 attribute bands, which gives me plenty to work with; here\u2019s the ones I can think of right now (and a rough ordering for texture authoring purposes), and this is with coming up with way more hyper-fiddliness than I actually need:</p>\n<ul><li>Eyelids</li>\n<li>Base skin</li>\n<li>Tummypatch skin</li>\n<li>Hair (normal)</li>\n<li>Hair (streak)</li>\n<li>Nose</li>\n<li>Lips</li>\n<li>Inside of mouth</li>\n<li>Tongue</li>\n<li>Teeth</li>\n<li>Horns</li>\n<li>Eye albumen-iris-pupil</li>\n<li>Collar fabric</li>\n<li>Collar tag (modulation controls back-edge-front-engraving)</li>\n</ul><p>Okay, that\u2019s nearly 16 bands already, so maybe I\u2019ll reserve 32 bands. Really it should be safe to go up to 64, although then you\u2019d probably start to run into banding artifacts on inter-band transitions and color bleed issues when mipmapping.</p><p>Also, the bottom rows of the colormap should be reserved for various modulation effect gradients, for example subsurface and ambient occlusion.</p><p>This makes me realize that it\u2019d also be fun to maybe experiment with lighting ramps in the future. I wouldn\u2019t want to bake that into the color map though, it\u2019d have to be done as a separate function (and texture lookup) in the shader. I <em>think</em> the Unity standard shader has a mechanism for overriding lighting computations, in which case that would be fairly easy to add! It would be fun to do things like adding toon/cel shading, or inverting the lighting ramp to give it an otherworldly effect, among other things. But that can come later.</p>"
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I'm a huge fan of HTML Modules, a proposed spec which lets HTML participate in the same module graph as JS.
So I wrote an esbuild plugin which lets you use them, today.
github.com/whitefusionhq/…
Anybody a Vite developer? I'd love some help porting this over to Vite as well!
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"url": "https://twitter.com/jaredcwhite/status/1572986267822071809",
"content": {
"text": "I'm a huge fan of HTML Modules, a proposed spec which lets HTML participate in the same module graph as JS.\n\nSo I wrote an esbuild plugin which lets you use them, today.\n\ngithub.com/whitefusionhq/\u2026\n\nAnybody a Vite developer? I'd love some help porting this over to Vite as well!",
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"author": {
"type": "card",
"name": "Jared White",
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ImperialViolet’s “quick start” on supporting passkeys is both a welcome primer and a reminder that, from a developer’s perspective, this stuff is still pretty hard! imperialviolet.org/2022/09/22/pas…
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"type": "entry",
"published": "2022-09-22T14:39:22+00:00",
"url": "https://twitter.com/dangerdave/status/1572958739522813955",
"content": {
"text": "ImperialViolet\u2019s \u201cquick start\u201d on supporting passkeys is both a welcome primer and a reminder that, from a developer\u2019s perspective, this stuff is still pretty hard! imperialviolet.org/2022/09/22/pas\u2026",
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},
"author": {
"type": "card",
"name": "Dave Peck",
"url": "https://twitter.com/dangerdave",
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