"There is no scenario where they don't win all 3 lanes"
Then they proceed to lose all 3 lanes.
u/reonZ
"There is no scenario where they don't win all 3 lanes"
Then they proceed to lose all 3 lanes.
I have an element that uses the columns property, but its overflow is different between both browsers.
On chrome, the element never has more columns that the set value and creates a vertical overflow.
On firefox, more columns are added to fit everything but the element width will be set to only show the x columns, creating an horizontal overflow instead.
I would like the behavior on firefox to be the same as the one on chrome, is there a way to force firefox to only have x columns and instead make their height increase ?
<div class="panel">
<header></header>
<div class="list">
<div class="item">
<div class="image">
<img>
</div>
</div>
</div>
<footer></footer>
</div>
I have this HTML structure
.panel {
position: absolute;
}
.list {
overflow: hidden auto;
display: flex;
flex-direction: column;
}
.item {
display: flex;
height: var(--some-height);
}
.item .image {
position: relative;
height: calc(100% - 0.1em);
aspect-ratio: 1 / 1;
}
.item .image img {
position: absolute;
border: none;
pointer-events: none;
transform: scale(var(--scaleX), var(--scaleY));
}
What this does is let the img sometimes be bigger than its container
I would like to infer the return type of
interface MyInterface {
prepare?: (...args: any[]) => Record<string, unknown> | Promise<Record<string, unknown>>;
process: (options: {custom: ReturnType<this["prepare"]>}) => void | Promise<void>;
}
const test: MyInterface = {
prepare: () => {
return { test: "something" }
},
process: ({ custom }) => {
// want to be able to do `custom.test`
}
}
No matter how i approach it, using generics and whatnot, custom always ends up being `Record<string, unknown>`, i would like to infer the exact returned type from prepare
I have the recursive part done i think:
type Updatable<O> = O extends object
? {
[K in keyof O]?: Updatable<O[K] | true>;
}
: O;
This properly allows me to not provide a key if not needed and if needed, i can give it a value of `true`
Now onto the second problem, i need the keys of the `Updatable` to be `"myKey"` or `"-=myKey"`, but i can't figure out how to make this.
Also, the ideal would be to actually have `["myKey"]?: Updatable<O[K]>` and `["-=myKey"]: true`
I am making a fire focused necromancer, i thought i could have two permanent fire wraiths using the combination of those two skills, but no matter how many times i recast it, i have never seen a single flame wraith show up.
So when i started, i chose dual wielding and focused heavily on haste, after a while i realized that there was a cap of 50% in haste in the character sheet.
My question is, does the dual wielding 25% bonus goes over that cap or not ? Because i invested everything i had in that weapon and i can't switch the style anymore.
I have access to a big typescript project source code that is running client side in a browser, the team working on it doesn't like to expose too much (they do to some extent) of their functionalities in the global.
What i would like to do, is expose more of it to the global but i am not sure how to setup my own project so i can import stuff from the other project and bundle it (with dependencies).
Basically, i would like to do:
import { someFunction, SomeClass } from '../path/to/other/project';
window.whatever = {
someFunction,
SomeClass
}
We are playing on steam, we are not console gamers, we don't use xbox live, and i don't see a way to add them to my friend list.
I have not played the game for a few leagues now, so i am definitely not up to date. I just started playing the league few days ago, was playing the Zizaran/Ghazzy necromancer build and had fun with it.
I just looted and sold a headhunter and was contemplating how to push the build further but wasn't really convinced.
So i am looking for some recommendation, i am playing on SC, like builds that can stand their ground and tank, i don't focus much on any league mechanics (i play wandering path).
Melee or ranged doesn't matter as long as the clearing doesn't get tedious and bosses go down fast.
I have combos of types and would like to know if i could in any way link them together instead of always calling them both,
// CATEGORIES is a const array type Category = typeof import('./categories').CATEGORIES[number]
type BaseCategory<T extends string> = Extract<Category, { type: T }>
type TrainedSkill = BaseCategory<'trainedSkill'> type AddedLanguage = BaseCategory<'addedLanguage'> type ScrollChain = BaseCategory<'scrollChain'> // this keeps going on, there are more types
So all those types are extracted from the array, then i define data types
type TrainedSkillData = {...}
type AddedLanguageData = {...}
type ScrollChainData = {...
Let's say i have this array:
const arr = [
{type: 'one', name: 'something', ids: []},
{type: 'one', name: 'something else', ids: []},
{type: 'two', name: 'something different', id: ''},
{type: 'two', name: 'very different', id: ''},
] as const
There will be more but that's the gist of it, what i would like to know is if there is a way to extract the different types from it.
i already have the easy part with:
type CategoryType = typeof arr[number]['type'] // 'one' | 'two'
Is it possible to get the categories all together, the result would need to look as if i did the following myself:
interface Category {
type: CategoryType
name: string
}
interface Cat
So i went in, killed everything, found the Free Drones Hideout keycard and went to the room in the south part, there i click on the Electronic Lock and it says "unlocked" but the door won't open, i keep getting the message "this door does not have a conventional lock".
Now i am stuck i can't go back in the previous room without turning into a mutant.
So i ran in the ladder to GMS 3, cleared the floor and now i can't leave because i don't have mechanics to repair the elevator and going back up the ladder throws me into an unwinnable situation where 2 robots are waiting for me and always get to play first.
I really don't want to start over and don't have any save before that..