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  • Jan 30 2019 11:45
    Tolkyria commented #646
  • Jan 30 2019 11:44
    Tolkyria commented #646
  • Jan 16 2019 14:09
    patrickboesch starred arenanet/api-cdi
  • Jan 16 2019 03:23
    isand3r starred arenanet/api-cdi
  • Dec 09 2018 14:11
    queicherius commented #567
  • Dec 05 2018 16:57
    apoch closed #433
  • Dec 05 2018 16:57
    apoch commented #433
  • Dec 05 2018 16:53
    wafflebot[bot] unlabeled #527
  • Dec 05 2018 16:53

    apoch on master

    /v2/pvp/seasons: add .ranks. Merge pull request #535 from ar… (compare)

  • Dec 05 2018 16:53
    apoch closed #535
  • Dec 05 2018 16:53
    apoch closed #527
  • Dec 05 2018 16:45

    apoch on master

    add missing name tag to /v2/rac… Merge pull request #609 from Th… (compare)

  • Dec 05 2018 16:45
    apoch closed #609
  • Dec 04 2018 19:18
    darthmaim commented #640
  • Dec 04 2018 18:17
    apoch commented #640
  • Dec 04 2018 09:43
    darthmaim commented #640
  • Dec 03 2018 17:50
    Aonwy unlabeled #640
  • Dec 03 2018 17:49
    Aonwy closed #640
  • Dec 03 2018 17:47
    Aonwy labeled #645
  • Dec 01 2018 18:36
    strigefleur edited #645
lye
@lye
my understanding was that if the script failed to add to the guild inventory it would queue the transaction on the map instance server; if you disconnected before the transaction finished the map instance server would abort the retries and put a note on your account data for the next map instance server to continue retrying
it sounds like the latter half of that either doesn't apply for the clouds or I'm totally misunderstanding the code (or the code isn't working correctly)
Aralicia
@Aralicia
hmmm. I take it the script try to use the item one by one ? Is there a reason to do that, rather that going by stack/full inventory ? (Sorry to ask questions you may not have response to because it's not your area).
lye
@lye
AFAIK the "Immediate" items have a script that triggers on acquire
so every time you buy one it triggers a separate instance of the script
Aralicia
@Aralicia
That said, I didn't think to report the bug. I considered that pretty minor. should have, in retrospect.
lye
@lye
I'll ask around real quick to see if that's intended behavior
smiley
@codemasher
Pat Cavit
@tivac
yeah it's definitely a thing
so many CSS-in-JS solutions popping up
they're all horrifying IMO
smiley
@codemasher
more complexity! more dependecies! nothing will break! yay!
Pat Cavit
@tivac
I can't throw too much shade though, since I've got my own CSS dialect thing I maintain
smiley
@codemasher
i feel like a rebel writing vanilla most of the time
Pat Cavit
@tivac
vanilla CSS is fine but can get out of hand on big projects
smiley
@codemasher
and so can dependencies :D
darthmaim
@darthmaim
i really want to use modular css, but its so hard to use outside of js projects where I can just require it
smiley
@codemasher
i guess it's pretty individual
Aralicia
@Aralicia
tbh, I strongly prefer things like Sass/Less to CSS-in-JS solutions
David Reess
@queicherius
I like JSX, but I dont know what to think of CSS in JS... it looks cool for small things, but when looking at a folder of SCSS files I dont know how maintainable that gets when it's all in JS
Pat Cavit
@tivac
@darthmaim I'm using modular-css on a entirely server-rendered project right now
of course, it's server-rendered using javascript... XD
darthmaim
@darthmaim
well, yeah...
i just want all my [module].css files -> combined.css + map.json with a simple gulp task
lye
@lye
doing a deploy, prepare for a bumpy ride
Changes:
  • /v2/achievements: expose title unlocks
  • /v2/characters: expose equipped skills/legends/pets
  • /v2/characters: expose pvp builds
  • /v2/guild/:id/teams: add season standings
  • /v2/specializations: explicitly expose implicit weapon proficiency trait
  • /v2/wvw/matches: make all_worlds always present
  • all endpoints: deny API usage to banned accounts
Aralicia @Aralicia hold thigt
darthmaim
@darthmaim
:+1:
Aralicia
@Aralicia
"all endpoints: deny API usage to banned accounts" it didn't before ? :o
lye
@lye
nope lol
/v2/account would say "access": "None"
David Reess
@queicherius

deny API usage to banned accounts

@lye aww, no more looking at duper's accounts? :(

smiley
@codemasher
/v2/dupers
David Reess
@queicherius

/v2/dupers

:+1:

#lyepls
lye
@lye
@queicherius the way it's hooked up, API keys will still be valid until a day after the ban
lye
@lye
okay, everything seems fine
Nabrok
@Nabrok
famous last words ...
Aralicia
@Aralicia
alright, boys, time to try to crash the API !
lye
@lye
@queicherius are you still getting the broken error on /v2/guild/F8CDF1E0-2D64-4D71-81E2-049B0796B7AE/stash ?
I pulled the guild data locally and can't reproo :|
(thinking I might have fixed it earlier with the deploy)
Eearslya Sleiarion
@Eearslya
Woooo, finally got through the backlog
Eearslya Sleiarion
@Eearslya
@lye "server id of claiming guild (not sure if this is even tracked)." Isn't that already implied by who owns the objective?
lye
@lye
not with merges, no
Eearslya Sleiarion
@Eearslya
..Riiight. Hm
lye
@lye
though tbh I don't think it matters -- the claiming restriction is one objective/guild/map
doesn't really matter what the merges are or which chapter claimed
Edgar Doiron
@Coffee4cr
it does if you want to shove it in there face! We capture more than you! pull your own weight!
Nabrok
@Nabrok
guilds aren't particularly tied to servers through the game, for example we could easily have a guild with members on both tied worlds.