Joined July 2011
414 Photos and videos
BinToss πŸ’™πŸ’› retweeted
GrapheneOS will remain usable by anyone around the world without requiring personal information, identification or an account. GrapheneOS and our services will remain available internationally. If GrapheneOS devices can't be sold in a region due to their regulations, so be it.
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.NET builds get messy when you're dealing with multiple source generators. I'm using Meziantou.Polyfill and Microsoft.CsWin32. They're both generating Attribute-derived classes with the same names, causing build errors. CsWin32 generating symbols in the System namespace is weird.
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CsWin32's configuration to explicitly NOT generate a symbol did not work for the conflicting Type. Luckily, Meziantou.PolyFill's config to do the same thing did work. Conflict resolved :D
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BinToss πŸ’™πŸ’› retweeted
14 Sep 2025
To celebrate Reach's 15th anniversary, I wanted to give a hand at making a trailer. It's not perfect, but I'm still proud of it. Music is by the incredible @Jafet_Meza Hope you enjoy!
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BinToss πŸ’™πŸ’› retweeted
saying β€œcredits to the artist” is NOT giving credit to the artist at all and i am stressed that people still don’t seem to understand that
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BinToss πŸ’™πŸ’› retweeted
new YouTube copyright feature so bad I can technically claim a lot of The Witcher 3 related content as mine for some reason.
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GitHub is down πŸ₯Ή
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Git syncing to/from GitHub was still working, somehow. It seemed like a lot of Microsoft services were struggling these past few days. Knowing Microsoft, it must have stemmed from an Azure issue.
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Hey, software engineers. If you remove a function from an API that never worked in the first place, is it still a breaking change? Turns out, I was calling an async function without an `await` from a non-async function.
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BinToss πŸ’™πŸ’› retweeted
This makes me laugh more than it should reddit.com/r/programmerhumor…
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BinToss πŸ’™πŸ’› retweeted
16 Oct 2023
Another Mark V comparison.
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BinToss πŸ’™πŸ’› retweeted
bro wtf is all this shit
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BinToss πŸ’™πŸ’› retweeted
The end of an era. But also…the start of another. πŸ˜‰
12 Sep 2023
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.
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Replying to @dotnet
@dotnet I am sick of garbage in my interop buffers. I discovered NativeMemory.AllocZeroed(nuint elementCount, nuint elementSize) which wraps UCRT's calloc, but there is no `ReAllocZeroed` method to wrap `recalloc`.
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Granted, `recalloc` is simple enough to P/Invoke or effectively reimplement with a Free(void*) and another call to ReAllocZeroed. The lack of a recalloc wrapper is also alleviated by the addition of the Clear, but that method is not available in .NET 6 at this point in time.
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Replying to @supermega
@supermega What's up with the 30 minute segment after the outro in SuperMegaCast 289 on Spotify? open.spotify.com/episode/784…
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It seems to start around 1:19:52
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BinToss πŸ’™πŸ’› retweeted
That stench... We've smelt it before.
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BinToss πŸ’™πŸ’› retweeted
Did the English version of funny Soldier man in @ceno02 short, go check it out! youtube.com/shorts/Y_EPhCZJj…
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gamerant.com/destiny-2-seaso… Eager Edge in #Destiny2 isn't the only way to bypass laser traps and skip acquiring the laser trap resistance perk. Warlocks can switch to Void and select the Blink ability: a terribly obtuse, short-range teleport which no one uses bc it's so difficult.

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When you use Blink, you'd expect it to be consistent: max distance in the direction you want. Instead, the distance scales based on how far away from you are from where you jumped...or velocity. The direction also depends on where you are versus where you were when you jumped.
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Warframe's Operators have a similar short-range teleport, but its distance is up to a set limit or until an obstacle is reached. Its direction depends on Movement and Look inputs. Both factors make the ability easy to *very* learn compared to Destiny's equivalent.
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