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» Комментарии » Страница 1700
EZ Game Booster 2.0
Группа:
Заглянувший
Комментариев: 17
Регистрация: 24.05.2017
Звание:
Написал:
beatraider
(23 июня 2025 13:17) Сообщение #1036999
0
TLOU II EZ монитор вешает намертво
Stellar Photo Recovery 12.2.0.0 + Portable
Группа:
Живущий здесь
Комментариев: 2 000
Регистрация: 10.02.2013
Звание:
Написал:
0eck
(23 июня 2025 13:05) Сообщение #1036998
1
Stellar Photo Recovery 12.2.0
Спасибо за релиз UZ1
Установщик с лекарством
https://www.mediafire.com/file/nr99pz20ekoemn0/StellarPhotoRecoveryPremium12.2.0x64.7z/file
Aiseesoft iPhone Unlocker 2.1.72 + macOS + Repack + Portable
Группа:
Живущий здесь
Комментариев: 2 000
Регистрация: 10.02.2013
Звание:
Написал:
0eck
(23 июня 2025 13:04) Сообщение #1036997
1
Aiseesoft iPhone Unlocker 2.0.8
Спасибо bb2018 hook… Отключите AV перед загрузкой, иначе обнаружится как вирус.
Hooked Silent Install Repack
https://www.mediafire.com/file/m9wdewwxq1jtizf/AiseesoftiPhoneUnlocker2.0.8.exe.xz/file
Movavi Video Editor Plus + 2025 25.9.0 + Repack + Portable + macOS
Группа: Гости
Комментариев: 0
Регистрация: --
Звание:
Написал:
Baram
(23 июня 2025 13:02) Сообщение #1036996
1
Так долго ждали и тут тебе нате... при попытке export проекта пишет "this version is cracked"
Aiseesoft iPhone Unlocker 2.1.72 + macOS + Repack + Portable
Группа:
Живущий здесь
Комментариев: 947
Регистрация: 29.12.2012
Звание:
Написал:
saneok
(23 июня 2025 12:50) Сообщение #1036995
2
Всем доброго времени суток
нужна выша помощь, не могу найти лекарство для этой программы
Aiseesoft Android Unlocker
кто может с этим помочь пишите в личку
Не бойся делать, Зделал! - не бойся.
Trilium Notes 0.97.2 x64
Группа:
Заглянувший
Комментариев: 33
Регистрация: 18.04.2023
Звание:
Написал:
Omikron
(23 июня 2025 12:01) Сообщение #1036994
0
Нам бы свою голову не потерять, а так пусть что вздумается в код пишут... Спасибо за предупреждение. Как говорится :"Предупреждён, значит вооружён". О чём никогда не стоит забывать...
OhSoft OCam 550.0 + Portable + Repack
Группа:
Активист
Комментариев: 107
Регистрация: 26.05.2021
Звание:
Написал:
mosiskv
(23 июня 2025 11:27) Сообщение #1036993
1
Nice work - keep it up! - Thks
Fort Firewall 3.19.9 + x64
Группа:
Активист
Комментариев: 244
Регистрация: 6.08.2021
Звание:
Написал:
tnodir
(23 июня 2025 11:21) Сообщение #1036992
5
Fort Firewall 3.18.3
- UI: Programs: Add "Timer" menu actions; Show "Time left" for scheduled action (
#568
).
- UI: Programs: Add "Copy Path", "Open Folder" menu items (
#562
).
- UI: Connections: Add "Lookup IP" menu item (
#563
).
- UI: ConfZoneManager: Update driver on zone remove (
#566
).
- UI: Update SQLite to 3.50.1
Attention: Installers will be signed by GPG signature (
#569
)!
Topaz Gigapixel Pro 1.1.1 + AI 8.4.4 + Repack + Portable
Группа:
Downloader+
Комментариев: 68
Регистрация: 20.08.2017
Звание:
Написал:
lawyernz
(23 июня 2025 10:25) Сообщение #1036991
0
После установки версии 8.4.2 Repack от elchupacabra, прямо поверх такой же, но опубликованной ранее, пропала окно с предложением скачать модель evad-v1-fp16-64x64-ox. До этого никак было не избавиться от этого и рендеринг фактически останавливался. Сейчас всё ОК, работает довольно быстро. Спасибо elchupacabra
SourceGit 2025.30 x64
Группа:
Администраторы
Комментариев: 290 163
Регистрация: 30.09.2009
Звание:
Написал:
RuFull
(23 июня 2025 10:16) Сообщение #1036990
0
2025.23
What's Changed:
Rewrite stashes page and Stash Local Changes popup
Add a toolbar button to open current revision file with default editor
Supports to customize merge message
Supports to copy stash message
Only creates one FileSystemWatcher if repo's $GIT_DIR is the same as its $REPO_ROOT/.git
Show Name of stash instead of SHA in Apply Stash and Drop Stash popup
Supports to add current selected folder in UNSTAGED tree to .gitignore
Supports to open selected folder in file manager from UNSTAGED/STAGED change tree.
Fix issue that Reset to This Revision of untracked/added change in selected stash may crash this app when the target directory do not exist.
Fix issue that delete worktree when it is opened in SourceGit may crash this app.
Auto-follow HEAD when bisecting.
Fix issue that wrong path was used when creating worktree from selected path.
Allows to push selected commit to current tracking remote if it is ahead of remote's HEAD.
Fix issue that Conventional Commit Helper not working in Interactive Rebase
Several other UI/UX changes.
Очень приятно, Царь!
NVDA 2025.1.2 + Portable
Группа:
Администраторы
Комментариев: 290 163
Регистрация: 30.09.2009
Звание:
Написал:
RuFull
(23 июня 2025 10:15) Сообщение #1036989
0
2025.1.2
This release includes a fix for a minor bug included in 2025.1.
Очень приятно, Царь!
GiliSoft Movie DVD Creator 10.8
Группа:
Администраторы
Комментариев: 290 163
Регистрация: 30.09.2009
Звание:
Написал:
RuFull
(23 июня 2025 10:14) Сообщение #1036988
0
Добавлена версия 10.8
Очень приятно, Царь!
Skyscraper 2.0 RC1
Группа:
Администраторы
Комментариев: 290 163
Регистрация: 30.09.2009
Звание:
Написал:
RuFull
(23 июня 2025 10:05) Сообщение #1036987
0
2.0 RC 1
Added some support for making OpenXR optional on Windows
Don't automatically enable map generator on startup
Added new Inno Setup installer
Updated readme for 2.0 release information, and cleanups
Added Skyscraper logo images to guide folder
Added sound manager button to list playing sounds in all engines
Fix soundsystem stats reporting
Added sound manager button to list playing sounds in all engines
Added Skyscraper logo images to guide folder
started new Readme file
Added new Inno Setup installer
Don't automatically enable map generator on startup
Added a startup screen music volume option
Started interior ceiling work and fixes on Glass Tower
Fix vector name in Move functions
Make walls fully movable objects, by calling base object during move
(OgreBullet) Added 6DofSpringConstraint patch from 2010
Set default intro music volume to full for 2.0
Brought back the native file selection dialog, it can be enabled via the INI file
Clear/reset FMOD reverb when returning to the main menu
Added enable/disable function to Sound objects
Added sound enable/disable support to the Sound Manager dialog
Reset loadstart state when unloading simulator, this fixes an issue with returning to the startup screen after loading multiple buildings
Added support for displaying in-memory textures, by saving the texture as "temp.jpg" and loading
(Guide) Fixed elevator cars section
Native frontend build fixes
Native frontend runtime fixes
Disable sleep function on main loop, for native frontend
Don't use GUI console when GUI is disabled
moved wxWidgets code out into a separate frontend module
Added code to detect executable path without wxWidgets
added native input system
Some enhancements to the development doc
added SetZoom function for CameraTexture objects, which changes the zoom factor for orthographic cameras
Added a zoom control to the Camera Texture Control window
Don't separately initialize in the vminit command, use the initializer in LoadDefault() instead
Fixed some crashes involving the system not properly deleting startup screen buttons when the vminit command is used
RenderOnStartup fixes
Added a renderonly option to Prepare(), which prevents colliders from being created for faster rendering
Created a map object, that generates a map of the sim engine when enabled, using an orthographic camera texture
Added GetImage function, that returns the texture image from render textures used in camera texture and map objects
Added texture preview support to the Texture Manager, and expanded texture list
added new Map global command, which enables or disables the map generator
Added "Simple - Map" building, which demonstrates the use of a map texture
Fixed an infinite loop, only new engines should be added to the 'newengines' list, not all
Fixed a crash with the vmload command
profiler tweaks
added vmuptime command
ps command now shows instance utilization
Add support for blinking directional indicators
Added the PrimCollider command that turns on and off collider creation for primitives
Split the script guide out into multiple HTML files
Started work on the Skyscraper Users Guide
added new VMConsole system
added color support to the VM Console
Added color text support to HAL
integrated VMConsole into the GUI console
Added color text support to the GUI console, and inverted the default console colors to make a black background
Enable console Send button on start
Fixed an issue involving clicking objects, where wall detection would usually fail due to the scanning function exiting during checks instead of continuing
Only use malloc_trim on Linux, not other platforms such as FreeBSD
Make sound support (FMOD) optional
Detect FreeBSD on startup
Due to build issues, don't build joystick support on FreeBSD
Ogre upgraded to version 14.3.4
FMOD upgraded to version 2.03.07
wxWidgets upgraded to version 3.2.7
Update CMake required version (fixes issues with newer versions of CMake)
Removed support for precompiled headers in wxWidgets, due to build issues
Make sure indicators only turn on or off once when power status changes
Added Lobby global parameter, which is the starting floor for random activity
Added a lobby option to the People Manager window
Fixed missing file dialog
Removed unused framerate and framelimiter elements
Removed duplicate serviced floor index function
Fixed an issue where non-serviced floors would cause elevator floor malfunctions, a separate shaft door index lookup was created for this.
Save and apply camera speed factor when switching sim engines - this fixes an issue where the "fast" movement wouldn't be applied when walking into another sim, slowing the camera back to default
Added call cancel for regular operation, IND mode and Fire Phase 2 now use the CallCancelAll() function
Replaced transparent.png with an older version
Updated misc textures with transparent versions
If an elevator is stopped, have the elevator relevel and arrive if the current floor's button is pressed
Prevent deletion of default texture
multiple shaft door index fixes
Fixed a crash in the elevator door's AddServicedFloor() function, by rewriting the code
Cleaned up elevator door's RemoveServicedFloor() function
Don't create or remove shaft doors when modifying serviced floors in the elevator editor
Use correct floor index function, this fixes an issue where negative floors wouldn't show up in the elevator editor's serviced floor box.
Have elevator editor's serviced floor section only display floors with existing elevator doors
Exit to menu on a render failure, this fix is for the recent code reorganization changes
Switched usage of vector push_back to emplace_back (C++11)
Split off startup screen into it's own class/object
Removed unused Headless mode
Fixed prompt delimiter (Console window)
Move tricollider value based on physics, to the EnablePhysics() function
Collider mesh creation fixes, the mesh needs to be loaded from the EnablePhysics() function
fix for Vehicle support
Renamed City building to "City Simulation"
fixed indentation in the "Simple - Vehicles" building
Added a vehicle to the city simulation
added a serviced floor manager section to the Elevator Editor
Only report the dynamic mesh prepares when reporting is on, this fixes an issue where it would be filling up the console in verbose mode
Only run Prepare() once after a script is loading, and keep track of if an engine needs to run Prepare() again
Use "Windows" instead of "Console" subsystem when building for Windows (avrdude contribution)
migrated most of the Frontend code into separate libraries and folders
added City Simulation (City.bld)
Have cut options in Buildings section only run those commands if the engine is the root/primary. This fixes an issue where ground textures would overlap when loading cities, when some buildings would turn off the landscape cut.
Only process Sky building parameters if the related engine is the root/primary engine, this fixes an issue where child sim engines would modify the sky parameters, affecting all engines.
Fixed a crash that would occur if a new client was added to a dynamic mesh
Added Moving Walkway Control window
Ogre shutdown fixes
Moved GUI system into separate component
Fixed RunEngines() and related functions to support multiple engines in the return. This fixes an issue where sim engines wouldn't initiate a Start() when finished loading, causing the wrong buildings and wrong positioning to be applied after loading a set of buildings.
Fixed an issue where the elevator range was incorrect when interating over all elevators
Use hints in GetObject() to find references faster
Fixed an issue where runloops would cause runtime scripting (via the console) to fail
Enabled Rotate, SetRotation, Move, SetPosition, SetPositionY, and SetPositionRelative commands
added object moves and rotations to Simple - Custom Objects building
Allow a minimum of two frames for the LoadAnimated command
Added building power state checkbox to control panel
added power states for elevators, escalators, moving walkways, indicators, revolving doors, and elevator doors
Turn off elevator fan and music when power is switched off
Have elevator doors stop immediately (in normal running mode) when power is off
Print verbose FMOD error messages
Added GetMemoryUsage() texture manager function, and some initialization fixes
Store texture and material sizes in the related texture index
Add VM definition (Virtual Manager) to comments
Added support for FMOD reverbs, based on 3D location (introduces Reverb objects)
Made AddReverb commands for SBS, Floor and ElevatorCar objects
Added deletion support to Custom Objects and Reverbs
Add reverb to the Simple building's elevator
Updated documentation for reverb commands, and made some related fixes
Added code (currently disabled) to adjust the reverb wet value based on the listener's position to a sound object
Added documentation for rotation and move commands
Moved more engine management frontend code into VM
Added more verbose messages to VM
OpenXR positioning fixes
Only run OpenXR code when VR mode is enabled
Added support for different elevator malfunction types
Disable word wrapping in console
Have floor information use proper newlines
Update compiling doc for ogreprocedural
Automate the selection of the Ogre DirectX11 support library
Added support for escalator malfunctions
Have SBS engine enable/disable escalator malfunctions
added Escalator Control dialog window
size_t conversions (code cleanup)
Added a button to the Elevator Editor that selects the current elevator
Added ChimeOnArrival button and indicator in elevator editor
Added MusicAlwaysOn indicator in the elevator editor, and more editor window fixes
Rearranged some controls in the elevator editor
Added a malfunction button to the elevator editor
Added a Move button to the sound manager
added misc texture set (located in data/misc)
Fixed an issue where the LoadAnimated command would skip an animation frame
Fixed an issue where primitives wouldn't be added to the SBS parent if specified
added Custom Object framework
added CreateObject, ObjectVisible, FinishObject, ObjectWall, ObjectFloor, ObjectWallBox and ObjectWallBox2 script commands
Added "Simple - Custom Objects" building
Added documentation for new commands, and added the missing PrimVisible command
Use strafe keys while in freelook mode
Pass camera object as pointer to ClickedObject(), and return click result
Moved clicked object frontend code into VM
Try mouseclick in active engine, if result is false, then try other engines
In verbose mode, report position of mouse click if the click is outside the active engine
Add global position indicator to the control panel
Process a mouse click on the sim engine that has the closest hit
Report on mouseclick hits in verbose mode
Added ambient sound effects to Glass Tower building
(Glass Tower) Fix roof floor groupings
Added support for random elevator malfunctions
Add malfunctions option to control panel, and add elevator car fan toggle to elevator editor
Reset elevator queue on malfunction
Added support for creating global lights, and added the "SBS" object parameter to the guide
Added missing physics syntax for prim object
Enable physics on outdoor prims (Simple - Primitives building)
Added advanced PrimAttach syntax, which was missing from the build
For mesh objects, create an EnablePhysics() function to enable or disable physics separately
added EnablePhysics command
Added support for script runloops
Prevent sim engines from starting multiple times
Added "Simple - Runloop" building
Fixed a bug that was causing crashes on building reload
SetMaterial should use the default material if the specified material cannot be found
Enable and disable primitives with their parent objects
Added support for making prims always visible, with the PrimVisible command
added "Simple - Hydraulic" building
Initialize primitive mesh object
Add additional parameter count checks for PrimShape command
Added support for deleting primitives
Fixed an issue where the PrimShape command wouldn't work properly on elevator objects
Set default mesh padding to 0, this fixes an issue where the primitive's collider would be larger than the shape itself
Print a memory report on startup, currently for meshes
Renamed PrimShape command to CreatePrim, and removed the original CreatePrim command, to simplify commands
Delete prim objects in related destructors
Make sure cameras are removed from the sim engine on detach
initial OpenXR VR integration work
Added standard strafe movement keys
Make sure dialog windows are raised properly
Add an INI parameter to enable/disable VR mode
CMake build system fixes
Updated build documentation for Windows
Updated documentation to mention a crash issue when starting and how to fix
Move engine context handling code into new nanokernel component
added support for joysticks
Added AddElevatorIDSigns command (MultiMonorail)
Added joystick config file support
new CMake build system for Skyscraper
Have the keypad indicator display an error if a floor hasn't been selected due to different factors (MultiMonorail)
Fixed LimitQueue portion of Requested() function
removed ogre patch
removed old bullet patch
Prevent a floor request if the elevator is passing or departing the related floor
Fixed an issue where the Requested() function's LimitQueue code would prevent opposite-direction calls when the related queue was empty
Added Keypad support for Elevators (MultiMonorail)
Added "Simple - Keypad" building (MultiMonorail)
Added documentation for new features (MultiMonorail)
Fix AddKeypadIndicator sound parameter
Call buttons will now properly skip elevators that can't go beyond their range
Make sure the door-open directional message sounds don't play when MessageOnClose is true
Added more profiler probes, needed for the more recently-developed objects
Increased size of profiler window
Removed some performance probes that were causing slowdowns
Updated key dialog for change in elevator/shaft door behavior
Do not sound directional message if either NotifyEarly is set to -1 without NotifyLate or no chime has been played at all before (by MultiMonorail)
Changed order of directional message sound to play after the floor message sound (by MultiMonorail)
Added an elevator beep sound contributed by gothickitty93 (beep2.wav)
Allow changes to work with MessageOnMove (by MultiMonorail)
Fixed Call Cancel Action, it should cancel all calls and not just the last added call. (by MultiMonorail)
Opening an elevator door with interlocks enabled now emergency stops the elevator. (by MultiMonorail)
Call Cancel now works with Independent Service enabled. (by MultiMonorail)
Fixed minor typo in EarlyDownChimeSound (designguide.html) section. (by MultiMonorail)
Free text-to-texture memory when a script is finished loading, in addition to simulator start. This fixes an issue where the raw font map textures (glyph maps) would stack up when loading many sim engines, wasting too much memory, before they were unloaded.
updated version to 2.0 (currently Beta)
expanded engine list in Engine Manager dialog
Fixed local/remote mismatches in the IntersectRay() function, this fixes the wall clicking feature
removed code block for GetGeometry() wall function
when checking for a closer elevator, don't process if the result is -1 (not found)
only show floor skip text if the floor is not served by any cars in the elevator
check wall and polygon objects before use, this fixes crashes that would happen when deleting objects (the crashes were introduced with the polygon code rework)
created the Simple City demo
Updated gitignore for vscode files
Fixed an issue where an empty sim engine on startup would prevent the control panel from running
Change interlock design in relation to doors, if elevator is moving when shaft doors are opened, stop elevator, don't require interlocks to be switched off for shaft doors to open.
Created new Inspection Mode actions for the up/down movement, to split it off from the manual elevator up/down movement, and updated guide
Remove friend definition (in SBS header) due to related functionality being moved into Utility object
Fixed an issue where concurrent engine loads that happened after the initial start, would cause rendering to stay running during the load. Rendering being enabled properly now also works for the RenderOnStartup feature.
Fix conversion mismatch in GetWallExtents() function
Converted IntersectRay() function
Fixed a crash that involved trying to create colliders from empty walls (no polygons)
(IntersectSegment): Reverse function calls to match CS design
Fixed an issue with IntersectSegmentPlane()
Added the "Simple - Sliding Doors Demo" building from last year
Initialize direction vectors (fixes an uninitialized memory issue)
Fixed texture changing functions
Disable reprepare in ChangeTexture() function, was in a situation causing triangle corruption
Created a base Manager class for all manager objects
Moved the SBS utility functions into a new Utility object
Avoid double-initialize
Revert "Modify SBS Prepare functions to work from the runloop"
added support for For loops
added documentation for the new For loops
IsInCar() performance fix
Fix for elevator and counterweight ropes
Fix polygon count
Make sure mesh bounds is cleared when rebuilding in Prepare()
Delete unneeded DeletePolygons() call
Re-prepare meshes when walls are deleted
GetTriangleCount() shouldn't by default calculate total
Fixed an issue where dynamicmesh submeshes wouldn't be deleted/managed properly
Have Polygon object handle polygon counts
New polygon processing code
Moved SBS utility functions into their own file (utility.cpp)
Removed GetGeometry function
Keep track of combining status
Mention force combined
Removed support for temporary wall objects, which are now incompatible with the new polygon code
Removed support for temporary objects, which are no longer needed
Only create a single level of elevator car rails, instead of creating on all levels
Fix SBS Prepare console messages
Report processing of dynamic meshes in verbose mode
(DebugPanel) Don't work on floor object if the current floor doesn't exist yet
added the VerySimple building
Make it possible to disable the External mesh, this is used for performance testing
Reset progress marker status when including a file
Disable memory report
Updated msvc solution file for ARM64 target
Don't enable RTSS for Metal renderer
Fix arm64 build folder location
Upgrade OGRE from 14.1.2 to 14.2.6
Started work on a simulator memory usage report function, so far it calculates the total size of the geometry and index tables of meshes.
Report memory usage of enabled meshes
Add support for ARM Windows builds
Moved PolyMesh code into separate files
Prevent Caelum from initializing on DirectX 11, due to rendering issues
TruncateNumber() needs to be able to handle strings without decimal characters
Fix CopyTexture() on DirectX11
Add support for calculations of parameters before the equals sign, add more support for parameter calculations, and added the GetBeforeEquals() and GetRange() functions to simplify code. CallButtonElevators now supports ranges properly, matching the script guide.
Began work on revamping script interpreter, use StartsWithNoCase() function instead of manual string checks
new Texture Manager dialog
Added support for texture dependency counts, the Texture Manager dialog will now unload textures when the related dependency count is 0
Report when unloading textures and materials
Export mipmaps to image, fixes image exporting/saving function
Relocated wxWidgets GUI classes into their own folder, to clean up the frontend source file layout
Updated email address
Added support for separate elevator music files for the up and down directions, via the MusicUp and MusicDown parameters
Added an always-on mode for elevator music, for a more realistic effect, via the MusicAlwaysOn parameter
Added MessageOnMove elevator car parameter, which if set to true, has the up/down directional messages play when the elevator starts moving instead of when the doors open fully
Fix include for Windows builds
Increased size of building selection dialog
Fixed a crash in the AddRails function; check for shaft object validity
Updated Linux build documentation
Updated version numbers for Windows builds
use snprintf instead of sprintf
year update
header indentation fixes
removed unneeded unix.cpp and unix.h files in SBS
enable camera rotation restriction by default
upgraded FMOD to latest version
upgrade Ogre to 14.1.2
upgrade wxWidgets to 3.2.4
Minimize use of Ogre namespace for code portability
Move script processor to separate library (Mac and Linux only)
Fix typo in string conversion line
Fixed FMOD declarations
Fixed a build failure on Mac due to an incorrect namespace change
Skip OGRE shutdown on Mac due to crash issues
removed fmod dependency from SBS library linkage
Updated image files, gothickitty93 contributed ImageOptim-optimized image files
Found that the DoorComponent code had the front direction specified as "forward", I added "front" in addition to that, so both method names will work now.
Added Rotate, SetRotation, Move, SetPosition, SetPositionY, and SetPositionRelative commands (disabled in this build)
Have GetObject() parse object grandparent names
Updated crash report email
Enable detachment error messages in verbose mode only
Fixed CallStation section description
CallStation section should not have code for processing outside of it's section
Use Ogre 14.0.1 (upgrading media)
Fixed an issue with the pyramid top of the Spire building, the issue was the result of a bugfix in Alpha 10 that fixed the third voffset parameter of the AddTriangleWall command
Moved core elevator door code into DoorSystem files
Renamed DoorObject to DoorComponent
Reworked the door system code to work with standard doors as parents
Migrated rotation code into door system
Created AddDoorComponent and FinishDoor functions in Door code
Moved basic door code into CreateDoor function
Added rotate parameter to Door object
Updated SBS and script processor functions with new door creation syntax
Made AddSlidingDoor command
Added side_texture parameter to Door object
Added name parameter to Door object frontends
Added option for locking sliding doors
Added AddStdDoor command
Added close_speed, side_tw, and side_th parameters to new door commands
Added action support for Doors and RevolvingDoors, and added a name parameter to Revolving Doors
Added Run parameter to RevolvingDoor, to enable motion on startup
Added CreateCustomDoor, CustomDoorComponent, and FinishDoor commands
Added MoveDoor command
Added support for using the DoorManager object as a parent for door creation functions
Updated .gitignore (tlr08-dev contribution)
Fixed gitrev script (tlr08-dev contribution)
Add include for gitrev.h to msvc project (tlr08-dev contribution)
Added mention of running GitRev script for Windows builds
Added support for autoclose timers on doors, and added a SetAutoClose command
Added an AutoClose action for doors
Report fonts being loaded, along with the TTF size and texture resource size. Also, report general texture resource sizes in verbose mode
Made additional texture size reports, and cleanups
Ogre rebuild and upgrade to 13.6.4
On Windows, due to hangs, don't allow multiple threads to write to the console
Fixed an issue where single directional indicators wouldn't turn off if activated while another direction was activated
Due to texture problems with small polygons, ComputeTextureSpace() should use the standard matrix inversion instead of the custom one, with a more fine-grained tolerance value
Make Console::Write thread-safe using a mutex, this fixes console issues with Ogre running with a multithreaded WorkQueue
Updated build doc to build Ogre with multithreading turned on (use the defalt option, instead of switching it off)
Upgraded FMOD sound system
(for Linux/Mac) build with C++17
Report hardware concurrency on startup (hardware threads)
additional mainscreen pointer checks
Remade vertical door movement fix to match the horizontal door movement code
pause simulator during wxYield() call, this prevents sim engine calls from being made prematurely
disable debug panel during simulator pause
bring back original door movement code (revert change from last build)
Fix for QueueResets feature, code should check for a queue count of 1 or less, not just 0
If a door component is finished while another is still moving, and the direction is changed, reprocess door movement code. This fixes a known freight elevator bug where outer doors wouldn't reopen if finished closing, while inner doors were closing and were reopened.
Added GitRev system for reporting the Git revision number in code
Integrate GitRev command into CMake build script
Report Skyscraper version on startup
Added verbose initialization reporting
Use a blank cursor when in Freelook mode under Wayland, this fixes an issue where Freelook would be broken on Wayland
Revert "Fixes for vertical door movement", due to it breaking some vertical doors
Use precompiled headers to speed up build
Report OS version on startup
Revert ContentScaleFactor value to 1.0 on MacOS versions earlier than 10.15
Don't process "stuck key" fix on Mac systems
Configure Skyscraper's binary to use the Bundle framework
Automatically copy OgreBullet and SBS into bundle on Mac
Add a wxYield() call before the sleep() call, to print the SBS banner properly on Mac and Linux
Report on initialization complete
Revert dmg compression to default on Mac builds (was previously bzip)
Make sure the associated controller serves the floor before creating call buttons
When clicking on a call station, properly report the call station and panel mesh instead of just the button panel
Write screenshots and skyscraper.log files to data path instead of main folder (resources folder on Mac)
On Mac, copy skyscraper.ini and keyboard.ini to Application Support folder if needed
use data path copies of skyscraper.ini and keyboard.ini files instead of main ones
Try loading the intro sound file from the data path first instead of just the main location
Add startingfloor check to floor indicator, to prevent a crash
Added a small amount of interfloorheight to some of the Underground building floors, to fix shaft door opening issues
Don't use direction characters in sound filenames
Make direction parameter in Button Panels lowercase, this fixes issues where the panel wouldn't be created if capital letters were used
Allow calling elevator from the same floor in the Elevator Editor
(Simple - Callstation) Don't create both call button directions on end floors
Mac version was rebuilt for the case-insensitive option
Fixed star and minus keypad buttons
Create Skyscraper folder under Application Support on startup if needed
Fixed callstation number issue that was causing glitches on some call stations
Fixed an issue where floor numbers with leading 0's would not get matched up with the correct floor IDs
Allow elevator to be assigned to the same destination multiple times
(Triton Center) - Fixed service elevator IDs
Fixed crosshairs freelook cursor on Windows
Keypad floor entries should test the NumberID floor parameter first, then the Floor ID, then the raw floor number, in that order
Special character error check should be before the UpdateIndicator() call to prevent texture errors
Remade xteal's input cap code, it should reject numbers that are greater than the length of the controller's bottom or top floor
Added TimerDelay parameter to Call Stations, to configure the key input timer delay value
Dispatch controller should report on route additions and removals
Don't report Caelum singleton errors
Store multiple calls instead of just one, and store call direction with it, this fixes issues with multiple hall call arrivals not being processed correctly
Have elevator delete active route after FinishMove(), which should fix arrival notification issues. Also removed separate route delete in same-floor re-opening code
ask the controller about active calls to determine call direction
Have VerifyFile work with multiple resource path locations
Added GetFilesystemPath() function, which allows currently allows sounds to be loaded from other filesystem locations
Fix script processor file loader so that it can load from other filesystem locations
On Mac, load the Application Support folder in addition to the Resources folder
Have building file selector window support buildings in multiple folder source locations
Do proper error handling in DrawBackground() and DrawImage() functions, and exit app if there's an error
Simplify call status code, rename functions to GetCallStatus() and return both up and down call status like the original GetCallButtonStatus() function
migrated call button functionality (mainly lights) over to the new CallStation interface
simplify call station name
(Simple DD building) The Fire mode switches should use the CallStation instead of Elevator for operation
Updated documentation for callstation actions
Report and reprocess route if active elevator becomes unavailable during dispatch
Removed Recheck code from FindClosestElevator() function
added support for standard mode in dispatch controllers
Added standard mode Up and Down actions to Call Station
Added a callstation test building
Added ID parameter to elevator editor
Added NumberID floor parameter, used as the floor ID number mainly for Destination Dispatch keypads
Added InvalidInput callstation parameter, used to disallow certain floor inputs
added the Reprocess parameter to controllers, which determines if the controller should reprocess routes if an elevator becomes unavailable or if it should drop the routes
Make Reprocess only affect Destination Dispatch mode. For standard mode, always reprocess.
xteal contribued code to automate the car direction indicators (Indicate whether the allocated car is opposite (#28))
Removed ElevatorsLeft and ElevatorsRight parameters (due to xteal contribution)
Added code to find Application Support folder on Mac
On Mac, use Application Support folder if a "Skyscraper" subfolder exists, instead of Application's resources folder
cat1554 contributed a change to the script guide, "AddTextRange example said "AddText", corrected to "AddTextRange"
Ensure subfolders exist on Mac when using Application Support folder
Handle elevator assignments in standard mode
Call button fix, the new DD exception to AvailableForCall() caused problems with multiple hall call buttons pressed
Reworked dispatch controller code so that it applies destination dispatch on a per-route basis instead of globally, this should allow hybrid configurations
Have call buttons use Dispatch Controllers
Call buttons should report and exit calls if no controller is found
GetElevator should exit if no elevators have been specified
Made a CheckArrivals() function for the arrival code, and moved it from the Process() function
integrated elevator recheck code from callbutton object to dispatch controller
Allow elevators to be on multiple controllers, this fixes callbutton breakage in some buildings.
Added support for assigning multiple controllers to an elevator
xteal contribution: "Cap inputs and do more error checking (#30)"
Enter or exit freelook mode using mouse scroll wheel
SetCursor fix for Mac, the old function wasn't properly setting the cross cursor for Freelook mode on Mac
For the "??" and "XX" call station indicator errors, expand out the names for the sound loading, so that "sound*.wav" loads "soundinvalid.wav" or "sounderror.wav" for those. This is to mainly get around question marks being invalid in filenames on Windows.
Added code to work with the Metal renderer on Mac, if enabled (even though it doesn't really work yet)
Fixed the Mac main window hang issue, and made the top-level rendering option default
Reset turn and strafe values when switching in and out of freelook, to prevent movement from getting stuck
(xteal/NoNoTeal) added a configurable People parameter to the INI file
When AvailableForCall() does the final check on the queue direction, it should consider elevators on the same floor with queues empty to be available, maybe this situation should be moved into the IsIdle() function
Fixed an issue where the check in GetArrivalDirection() would check the same floor, in this case, use the queue direction if still active
The SameFloorArrival check code should take into account empty queues for the active queue direction
When ReOpen is true and elevator re-opens on a floor, chime should not sound if ChimeOnArrival is false
Turn off object detachment error messages
Don't process a key down event if the key is actually up, this fixes a "stuck key" issue on some systems
added new ID elevator parameter for Destination Dispatch
Centralized same-floor notifications and re-opening
Person route support for Destination Dispatch
new "Simple - Double Decker DD" building
new "Triton Center - Destination Dispatch" building
disable button panels for Call Button objects in Enabled() function to improve performance
new "Simple - Destination Dispatch" building, replacing the old Destination one
support for Destination Dispatch elevators
new CallStation object
new DispatchController system
Added verbose shaft door creation messages
updated starting position for Dellerton Plaza building
reverted the PolyMesh geometry system cleanups, due to performance problems
made Level errors non-fatal
fixed a script error in the Skyscrapersim Housing Estate building
Object selection fixes for the People Manager dialog
Updated guide to reflect collider filename change
Upgraded the swimmingpool collider mesh format, and renamed it to a "collider.mesh" file in order to load properly
Sizing fixes for CameraTexture dialog
CameraTexture dialog fixes
Fixed a crash when deleting elevator objects
Added verbose messages to soundsystem and sounds
Fix for the sound's GetSpeed() function
new Sound Manager dialog
Added an INI file setting to enable or disable the frame statistics on startup
Render window now resizes properly on Linux when the scaling factor is not 100%
Очень приятно, Царь!
Trilium Notes 0.97.2 x64
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Активист
Комментариев: 112
Регистрация: 30.01.2024
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cithared
(23 июня 2025 09:54) Сообщение #1036986
2
Прикольная програмка, с претензией на "убийца MS OneNote", но сильно завязана на интернет. Подозреваю большая часть функционала сидит где-то на сервере, а в 360 МБ уложили только интерфейс к этому всему. Не секюрно совсем. Да и пестрота заметна, "напихать All-in-One вдруг нужно ли кому". Проверка орфографии только для одного языка, для разных разделом может быть разным, то всегда только один. Настройку схем подсветки синтаксиса в лоб не обнаружил, есть только выбор из преднастроенных, но там нет моей любимой от Macromedia Studio (не Adobe).
На мой взгляд, MemPad для простых текстовых заметок удобнее. А программить удобнее в какой либо IDE, по вкусу.
Scythebill 18.2.0
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Администраторы
Комментариев: 290 163
Регистрация: 30.09.2009
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RuFull
(23 июня 2025 09:52) Сообщение #1036985
0
Добавлена версия 18.2.0
Очень приятно, Царь!
Helium Music Manager 17.4.564 Premium x64 + Portable + Repack
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Администраторы
Комментариев: 290 163
Регистрация: 30.09.2009
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RuFull
(23 июня 2025 09:50) Сообщение #1036984
1
Добавлена версия 17.3.384
Очень приятно, Царь!
FabFilter Total Bundle 2026.1 + Portable
Группа:
Душа компании
Комментариев: 896
Регистрация: 26.09.2014
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GennPost
(23 июня 2025 09:44) Сообщение #1036983
3
Уже сколько-то лет использую их установщики разных аудио-прибамбасов.
И никаких абсолютно проблем ни разу не наблюдалось.
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Русская перекрасившаяся из партогбшников буржуазия в союзе с такими же новыми укробуржуями и старыми амеробуржуями делает всё, чтобы рассорить братские народы в своих корыстных интересах.
Но простым людям никогда не стоит идти на поводу своих буржуев, до добра они не доведут.
Буржуазия всех стран давно объединилась против простого народа ради увеличения своей прибыли.
Их цель всегда - ссорить и стравливать простых людей, имея с этого большую выгоду.
Как сказал ещё Цезарь: "Разделяй и властвуй".
Windows 10 22H2 Build 10.0.19045 Business Rus + x64 / Updated December 2022
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Завсегдатай
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Vladlen2014
(23 июня 2025 09:31) Сообщение #1036982
7
Цитата: Софтпро1
И в Win 10 Маркете у меня появился компонент вот такой новый помечен красной стрелкой. Раньше его не было
Ув.
Софтпро1
, добрый день!
Вы разве не знаете, что это приложение для Вин10 "Поиск в Интернете из Microsoft Bing" - по существу, почти бэкдор (о чём не так уж давно писали специализированные IT-ресурсы); в процессе его установки интегрируются в систему следующие политики: "Доступ к вашим данным для сайтов в домене bing.com, Доступ к вашим данным для сайтов в домене microsoft.com, Мониторинг использования расширений и управление темами, Доступ к вкладкам браузера".
Безопаснее, на мой взгляд, установить из Microsoft Store вместо Bing'овского поиска приложение
"Пакет локализованного интерфейса на русском"
c ИИ-модулем поиска, если у Вас его еще нет на компьютере.
Обновления для NOD32
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Легенда
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Регистрация: 20.06.2012
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wowan62
(23 июня 2025 09:17) Сообщение #1036981
0
ESET Small Business Security (5 устройств) на 30 дней.
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N7VP-XW3E-47BB-VX7J-DNNR
Обновления для NOD32
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Живущий здесь
Комментариев: 2 000
Регистрация: 10.02.2013
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0eck
(23 июня 2025 09:13) Сообщение #1036980
0
ESET Small Business Premium
License out date: 23.07.2025
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HV2M-XGW8-XK5S-E7HJ-KTH5
ATWS-X5X3-D6KK-VUFW-953F
F9AP-X3NH-M7R5-U3DE-FBRG
N796-XB4M-NJSU-3HXE-6PCP
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