Got PXE Boot provisioning for Windows Kubernetes nodes mostly working #gamedev #devops
I'm just a radical dame who likes to make games • Also @RedpointGames • She/Her 🏳️⚧️🏳️🌈 • Black Lives Matter • Personal account
My second blog post regaling tales from my weekend of bugs:
All the Windows Kubernetes nodes we use for distributed builds/UBA no longer have working container networking (I think because of the Windows Update on the 9th).
Only solution is to reinstall Windows, which means it's time to finally set up PXEboot and automate provisioning with UET...
a high-profile software project proudly announcing that it's going to start "using AI" is basically the same thing to me as seeing a big "this repo is archived" banner. perhaps even worse in some respects? intentionally or not, the message it sends is "we don't really enjoy programming and we don't want to work on this anymore, but rather than retire the project we're going to do a really lackluster job from now on". like if your favorite coffee brand proudly announced "now 20% more sawdust"
Mmm time for steak burger
The new "Voice Chat Debugger" window lets you see the input/output volume levels and change all of the settings while testing with play-in-editor and multiple players.
This is part of the work to support proximity voice chat, which involves routing all audio through the engine, and will be included in the next release of EOS Online Framework.
Heck yeah! I modified Clang so you can put static analysis rules in a ".clang-rules" file using AST matchers, and diagnostics get reported as part of compilation (rather than having to run clang-tidy as a separate tool).
Because it detects .clang-rules on the filesystem, it is a drop-in replacement for existing LLVM/Clang and requires no changes to existing tools (e.g. UBT).
Source code: https://github.com/RedpointGames/llvm-project