
首相 関税巡り7日夜にも電話会談
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NEW
– Several new crafted clothing items. Players can use animal skins; leather strips; denim strips; rags; garbage bags and tarps to craft a variety of low-tier survival/utility/dignity preserving garments.
– Added items and recipes for Spiked Full Motorcycle Helmets and Football Shoulderpads.
– Added craftRecipe for dividing whole Football Shoulderpads into single left and right Shoulderpads.
– Added new clothing items to some appropriate zombie outfits.
– Added the item and craftRecipe for the glass part of a lantern.
– Added a Blacksmithing craftRecipe to produce a Hurricane Lantern.
– Added StepVan and Van vehicles for Tailoring businesses; these don’t have loot spawns defined yet, but are intended to serve as an opportunity for the large fabric roll items to spawn.
– Added new sounds for butchering actions
– Moar flyers from the flyer-factory
– Added items and recipes for simple hide hats, robes, and wallets.
– Added mouse-over highlighting to the Building UI and Crafting UI.
– Allow clicking anywhere in an input item in the Crafting UI to toggle the ingredients panel.
– Adjusted position of craft panel favourites icons (now more like inventory)
– Liquid amount bar now updates more gradually on Fill context menus
– Changed the appearance of inventory and loot window progress bars to match that of tooltip progress bars.
– “Can Research Craft Recipe” is displayed in tooltips for items outside the player’s inventory, and when it is too dark to research the item.
– The “Research Craft” context menu option is displayed when it is too dark to perform the action. The option is disabled in this case, and displays the “Requires light.” tooltip.
– Knocked down / stunned Zeds now have chest movement so player can tell they’re still active
– Added right-click “Drop” option for all moveables. Dragging items onto floor container inventory window also now functions like other containers.
– Added Crafted Frame Packs, small and large
– Added items and recipes for Hide and Leather Aprons, and a Tarp Chest Rig.
– Added prop book items.
– Added craft recipe and recipe magazine for making blank ID cards. (This is purely a RP thing w/o any mechanics purpose. Burglars start the game knowing this recipe.)
– Updated advertising trailer mechanics overlay graphics.
– Added items and recipe for Twine Shoes.
– QOL updates to farming when using a controller
-combined mouse and joypad farming modes to use the same methods.
-farming with a controller now stays in the selected mode when harvesting, watering, checking plant info, etc.
-fixed issues with submenu options staying open when selected.
-added farming tooltip following the farming cursor when using a controller.
-added button and trigger prompts to the farming cursor.
-added “Remove” farming cursor for removing multiple plants with a shovel using gamepad or mouse.
-added farming cursors for multiple aphid, mildew, slug, pest flies curing with joypad or mouse.
– Added a craftRecipe to make gold and silver coins from gold and silver metal sheets.
– Added Tuxedo-Print Tshirt item.
– Added some new clothing items to some appropriate zombie outfits.
– Steel Chunks can be smelted from Steel Items; Iron Chunks can be smelted from Iron Items. Whether an item is Iron or Steel is arbitrary, but Steel items are plentiful enough that there should be enough to smelt.
– Some, higher tier, Blade type craftRecipes specifically require Steel and not Iron.
– New sounds for Chainlink Fence Destruction, resting on floor, butchering
– Restored the Dome Kiln workstation entity; this can be used to make Coke from Charcoal as well as making Charcoal. Coke can be used instead of Charcoal for many crafts, and is also necessary for making Steel out of Iron.
– Added craft recipes for making Steel Chunks from iron objects and Coke using an Advanced Furnace.
– Added processing Iron and Copper Ore into their respective metals for Blacksmithing, primarily for non-default game modes
– Added some more recipes for burning wood charcoal using items of different sizes allowing for limited mixed inputs using items of the same size.
– Added a new Tailoring magazine, “Medieval Peasant Clothing”, and moved some recipes into it from TailoringMag1.
– Added a Punk Fashion magazine that teaches the Garbage Bag Dress and Tank Top recipes.
– Added mixing fluids action animation
– Non-weapon tinted models like open umbrellas are now tinted when equipped and filled fluid containers, like mugs or buckets, now use their filled models for timed actions.
– Flyer UI now centred onscreen.
– New items: Toy Hobby Horse and Toy Plastic Colorful Cowboy Hat with attached Plastic Whistle.
– Added a button to toggle display of revealed brochure and flier locations on the in-game map.
– Added craft recipes for making Small File Sets and Small Metalworking Punch and Chisel Sets.
– The animal-zone ui displays animals inside hutches. Using the “Info” button for an animal in a hutch results in the player walking to the hutch and opening the appropriate door, if required.
– Added recipe for shortening shirt sleeves.
– Gasoline now evaporates from open containers.
BALANCE
– Several Tailoring recipes now require Scissors to not be dull, and will also have a chance of reducing their sharpness.
– Reduced the frequency of corpses and trash tiles scattered outside trashed buildings.
– Characters that start the game with the Artisan trait, which grants levels in Glassmaking and Pottery, will know all current learnable Glassmaking craftRecipes.
– Small Steel Sheets can be used to make Improvised Flashlights and Lanterns alongside Tin Cans.
– Characters with the appropriate profession or trait will start knowing how to Make Guacamole, which can also be learned from a Cooking Magazine, or a Recipe Clipping/Card item.
– Raccoons can now be caught alive in traps.
– Reduced the Combat Speed and Run Speed penalties from wearing a Chest Rig as irl they are far less burdensome than webbing.
– Rebalanced several nail spiked and broken weapons.
– Very light nerf to Short Bat weapons in general.
– Garbage Bag Dresses and Tank Tops now require knowing a recipe to make.
– The recipe for forging Jar Lids now uses Small Steel Sheets and will produce 5 Jar Lids.
– Rebalanced the Blacksmithing craftRecipes for Heading Tools, Metalworking Punches, Smithing Hammer Heads and Tongs to all require Blacksmithing skill of 1 instead of 4; this allows characters who have grinded Blacksmithing from 0 to 1 and have the recipes to produce the simplest Blacksmithing tools for further crafting.
– Changed the skill level requirement for forging nails from 3 to 1.
– Reduced the weight of the Sawblade Hatchet and Sawblade Axe weapons.
– Slight boost to autoLearn requirements for Carving and Knapping craftRecipes.
– Rebalanced some Blade type Blacksmithing recipes.
– Several recipes for forging and cutting the various sizes of metal pieces used in Blacksmithing have been consolidated to handle both Iron and Steel as well as some other consolidation for halving items.
– These recipes, if they involving a blacksmithing forge, will also provide a modest amount of Blacksmithing XP.
– Several higher-tier weapon and tool head crafts require steel, and the weapon or tool heads can be melted down for steel.
– Rebalanced some weapon and tool head crafts.
– Reduced the weight of the Hatchet weapon items from 2 to 1.5 as part of general axe-balancing for crafting.
– Some items will now require the heads to be removed before they can be smelted down for iron or steel.
– Changed the display name of some forged items for clarity.
– Many more items can be smelted into iron or steel; some other items had their smelting properties adjusted.
– Added craftRecipe for making Crafted Charcoal from Large Branches.
– Added craftRecipes for making Iron Chunks from various small Iron items, and also making Steel Chunks from various small Steel items.
– Restored crafts for making and using Bar and Ingot molds to cast Iron and Steel Bars and Ingots.
– The Grouchos house story now will spawn a groups of Groucho eyeglass mask zombies wearing tuxedo print t-shirts instead of suits 50% of the time.
– Added a “YoungCowpoke” zombie outfit for the Wild West town; it’s a Young outfit zombie that also wears a plastic colorful cowboy hat.
FIXES
– Fixed darker squares subtracting light from lighter squares by using the maximum light value at each vertex. This is to fix exteriors of window frames being darker when the interior square hasn’t been seen.
– Fixed schematics with multiple randomly-chosen recipes getting a new random list of recipes each time the item was loaded.
– Fixed issues with craftRecipe and buildMenu interactions using Hammers and tool degradation
– Fixed size of clay models
– Fixed improper weapon model for the shorter stone-headed mace item.
– Fixed issues with crafted aprons by moving them to their own file.
– Fixed missing DontRecordInput inputFlag on all buildMenu craftRecipe inputs that use BlowTorch or WeldingRods.
– Fixed briefs that use crude patchwork texture until we implment further textures.
– Fixed error with inputs for the saw bat recipe.
– Fixed toothbrush shiv recipe consuming tools.
– Fixed some improvised weapon recipes not requiring nuts and bolts despite them having them on the model and requiring a wrench to craft.
– Fixed mssing mode:destroy on the inputs for several scrapping type craftRecipes to avoid issues with cloning fluid containers.
– Fixed incorrectly calculating the health of carpentry objects based on skill level.
– Fixed possibly creating zero-health carpentry objects with build cheat enabled.
– Fixed several Blacksmithing craftRecipes not damaging tools used in the craftRecipes
– Fixed tooltip display issues in the Building UI and Crafting UI.
– Fixed missing BlockRain property on roofs_shallow_01 sprites.
– Fixed poultices disappearing after reloading a save.
– Fixed picking up Grills/BBQs/Mannequins/Old Stoves with items inside.
– Fixed pancake splats (double zombie flips) when knocked down pushing or being crushed by metal fences.
– Fixed fences bending too quickly at high zombie numbers. Removed damage scaling by number of zombies.
– Fixed fences collapsing too quickly from climbing zombies. Damage is now 0-1 per climb event (reduced from 1-5).
– Fixed issues with removing propane tanks from grills
– Fixed issues with refilling Blow Torch
– Fixed player not being able to “Walk to” and “Shout”, or use emotes, at the same time.
– Fixed automatically generated corner poles not being able to be plastered or painted.
– Fixed plastered walls not being able to be re-plastered multiple times.
– Fixed players unable to vault low fences with controller button.
– Fixed missing depth textures for fencing_damaged_03.
– Fixed incorrect pose for animal corpses removed from butcher hooks.
– Fixed animal radial menu working on butcher-hook animals.
– Fixed AddWater to FeedingTrough playing incorrect sound
– Fixed Error while driving past some locations
– Fixed containers with liquids displaying wrong weight when placed
– Fixed hungry animals walking through gates and doors
– Fixed Wood Axes not breaking procedurally, producing a detached head and a broken handle, like other axe items.
– Fixed inventory totalItems count updating too often.
– Fixed missing discomfort values on garbage, tarp and burlap clothing.
– Fixed error when building walls on tiles which are on fire.
– Fixed some issues with animal zone in barns.
– Fixed not being able to build wooden pole on south & west above ground.
– Fixed being able to build certain doors without a floor underneath.
– Fixed metal walls not having a base health.
– Fixed forged ball peen hammers being faster than normal ones.
– Fixed error when reading annotated map on controller
– Fixed the currently-selected symbol not being rendered when placing symbols in a loot map.
– Fixed the appearance of controller prompts in the loot map ui not matching those in the in-game map.
– Fixed player pathfinding getting stuck on some types of constructed objects.
– Fixed player being unable to place extractor hoods above industrial stoves.
– Fixed missing furniture pick up option for large corner wall shelves
– Fixed players being unable to nail more than one sheet rope within a single tile.
– Fixed draining endurance much faster when character tries to open window while fast forwarding.
– Fixed Rain collector UI rescaling
– Fixed multiple shotgun bullet impact sounds not playing as one sound event
– Fixed forged ball peen hammers being faster than normal ones.
– Fixed missing translation string for the Carve Wooden Spade craftRecipe.
– Fixed several Blacksmithing craftRecipe inputs not having any chance of tool wear for tools such a Whetstones, Files, Punches and Tongs.
– Fixed ISTakeWaterAction.lua throwing errors
– Fixed errors when farming on controller.
– Fixed free traits with mutual exclusive traits set not returning their removed traits back to the list.
– Fixed player-constructed objects being thumpable through walls.
– Fixed minor issues with wall/window/door obstacle detection when attacking constructed objects.
– Fixed players being unable to cancel inflate and deflate car tire actions by moving away.
– Fixed checks for barricades on non barricade-able objects such as railings.
– Fixed some additional issues with traits which have free traits that are mutually exclusive.
– Fixed tooltip progress bar background being 1 pixel wide.
– Fixed being unable to disassemble doors from either side.
– Fixed unassigned depth textures on some open curtain sprites in fixtures_windows_curtains_02.
– Fixed player-constructed objects being thumpable through walls diagonally.
– Fixed farming water options menu stuck on screen when deselected in joypad mode.
– Fixed a typo in onShovel action.
– Fixed pickup ground cover timed action not validating the object is still in the square.
– Fixed issues around automatic transfer of items on vehicle seats. When switching vehicle seats, if the trunk is currently accessible to the player, items on the target seat will be put in the trunk first before other seats. (ie: vans, backseats of hatchbacks)
– Fixed duplicate Mov_Brazier script item definition.
– Fixed some neon lights not humming
– Fixed the end of two-handed “heavy” weapons animation having no collision when shoving
– Fixed mousetraps floating at knee level.
– Fixed an error when checking mousetraps missing the animalAliveHour field. Added saving the animalAliveHour to traps.
– Fixed pressing Y/Triangle on gamepad causing an error in the pause menu.
– Fixed ground cover items unable to be picked up reliably with a controller.
– Fixed active-light overlays not always being displayed immediately when turning on lights.
– Fixed ISEmptyGraves:new() calling ISBaseTimedAction:new() instead of ISBuildingObject:new().
– Fixed ISRestAction.complete() passing wrong argument to sendServerCommand().
– Fixed “walk-to” planning paths over lit campfires.
– Fixed an error which could occur when using an item to light a fire while it’s being consumed.
– Fixed not being able to manually drink water from an item if the character has the well fed moodle.
– Fixed IsoStove::update() now only microwaves deactivate when the settings timer is set to zero
– Fixed IsoStove::setActivated() now sets secondsTimer to zero which updates the settings timer overlay
– Fixed ‘Possible Items’ expanding workstation UI past end of screen on successive closes/opens
– Fixed Raccoon skull on floor that was scaled for King Kong’s island
– Fixed texture path for wedding veil and balaclavas on ground
– Fixed bird skull earrings not havig a ground model
– Fixed new camo makeup by adding new, instead of deleting a duplicate
– Fixed being unable to interact with some bathtubs.
– Fixed plumb option not always appearing on bathtubs.
– Fixed character gaining Herbalist trait every time the magazine was read.
– Fixed padlocks not working. Added canBePadlocked boolean to SpriteConfigScript components, and set this true for entities/furniture scripts where it made sense.
– Fixed welcome message always appearing, so it’s now only shown once on a save.
– Fixed errors with addCombatMuscleStrain in IsoGameCharacter and non-weapon items.
– Fixed glitchy “scale” gizmo used in various 3D editors.
– Fixed being unable to scrap IsoObjectType.wall objects from either side.
– Fixed clipping by moving BakingTray model above ground a short distance.
– Fixed not calculating the roofed areas in animal designation zones.
– Fixed clicking the Reload button in the animal designation zone ui sometimes causing the wrong number of animals to be reported.
– Fixed Ranch zone stories not always spawning in right away, depending on the order chunks were loaded.
– Fixed feeding trough food and water overlays not always appearing.
– Fixed malformed names for building keys in zones that don’t have defined key names or defined exceptions.
– Fixed missing key name string for Coalfield.
– Fixed missing recipe name string for CrushOre.
– Fixed missing HeadSack, ChestRig and Belly Button Jewellery ground models
– Fixed ISInventoryPaneContextMenu.getContainers() from returning null when a nearby container is locked
– Fixed missing StaticModel and FillSound properties on junk empty pop can variants
– Fixed 3D items possibly being displayed at the wrong size when two items share a model with different scales.
– Fixed craft menus extending, when closed with ‘possible items’ open, on favourites category, with no favourited recipes.
– Fixed zombie vision radius using min value instead of max for the penalty.
– Fixed IOB exception when updateFBORenderChunk is called with playerIndex -1 and FBO enabled.
– Fixed exploits with ‘the Magic Carpet Bridge’.
– Fixed sprite affinities issues related to new biomes having too many affinity sprites.
Tech
– Added recipe validation that recipes can be learned. (ScriptManager.VerifyAllCraftRecipesAreLearnable) Runs on initial world load when Core.bDebug is true. Recipes with issues will be output to log.
– Fixed another bunch of scattered global variables.
– x,y,i,j,k,o,objectType,player,playerObj,button,width,height,null,object,objects,self,item,items,vName,scriptItem,maxHeight,text,scrapItem,option are fixed both by reference and value.
-added FIXME: comments where the correct values to refer could not be determined by context.
– Replaced some of these values with “nil” or removed them where it was the last argument in a function or method call that was clearly copy-pasted.
-In ISButton.lua replaced “y” with self.y and left a note in case it breaks something.
-Added the playerObj value to method/function calls so it’s not calling a global anymore.
-fixed more globals. output,test,bullets,bed,b,p,s,v,obj,hotkey,element,str,selected,action,input,uses,delta.
– Removed redundant casts, simplified logic, explicit long values, improved access control
– Trigger chunk HotSave when building/destroying/grabbing or placing object in world
– Trigger player inventory save after chunk hotsaves complete to prevent duplication exploits caused by delay between chunk and player saves.
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アップルが今年9月に発売するiPhone 17 Proには、4800万画素の望遠レンズが搭載されるという。著名リーカーのMajin Bu氏が自身のブログで4月1日に報じた。
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「スイッチ」は、Web上のかなり一般的なデザインパターンです。それはほとんどチェックボックスです。実際、HTMLフードの下では、それは本当に またはおそらくa
たった2つ
S(または3分の1が不確定な状態がある場合)。
しかし、残念ながら、Webは私たちに原始的なものを与えません ルックス 特にスイッチのように、ある種のノブが何らかの方法でひっくり返されます。したがって、CSSを使用します。たとえば、チェックボックスを何らかの形で非表示にして、まだ発見可能なクリック可能な領域があることを確認し、次に :checked
セレクター、スイッチのように見えるものをスタイルします。
たとえば、何らかのアプリのオフで電子メール通知設定を切り替えるためにそれを使用することを想像できると確信しています。ここでは、ペンのプライバシーを切り替えるなど、Codepenでそれらをかなり使用します。または、トグルを使用して、ダークモードとライトモードの間にサイトを切り替えることができます。
それといえば、Aleksandr Hovhannisyanは持っています しっかりした記事 ダークモードのトグルの闘争について。あなたはそれがかなり簡単だと思うでしょうが、それは本当にそうではありません。ユーザーは、サイトレベルの好みに加えてシステムレベルの好みを持っていることを考えてください。また、適切な順序でそれらを尊重する必要があります。さらに、コントロールを適切に設定する必要があります。また、実際には、それに応じてサイトのスタイルを設定する必要があります。理想的には、間違った色を一時的に点滅させることはありません。 (おなら)。 Aleksandrはそれをうまくやっており、同様に良い仕事をした他の投稿にリンクしています。それは常にあなたが望むよりもはるかに多くのコードであり、私はブラウザーや標準がより多くの関与する可能性があると考えるように導きますが、私は彼らが何をすべきかについて完璧なアイデアを持っていないことも認めています。 Chromeは一緒に遊んでいます オートダークモード、しかし、その裁判がどのように進んだかは明らかではありません。 (そしてダークモードについて言えば、 このギャラリー かなりうまくできています。)
とにかく、私はスイッチについて話そうとしていました!
見た ジェン・シモンズのメモ そのサファリはネイティブスイッチで遊んでいます。これがHTMLです:
ニース。
そして、これがデフォルトでどのように見えますか:
そこには大きな驚きはありません!それはネイティブのiOSトグルが生き返ることです。それは尊敬しています accent-color
他のフォームコントロールのようなCSSでは、これは素晴らしいです。しかし、より良いことに、それは本当に賢明な擬似要素をつかんでスタイルとすることができます。あなたは得ます ::thumb
そして ::track
要素(素敵なクリアネーミング)プラス ::before
そして ::after
要素自体に取り組むので、多くの可能性があります。
.custom-switch { }
.custom-switch::thumb { }
.custom-switch::track { }
.custom-switch:checked::thumb { }
.custom-switch:checked::track { }
.custom-switch::checked::after { }
.custom-switch::checked::before { }
ティム・ヌグエン デモがあります それは、読みやすいCSSで可能性を誇示するのに良い仕事をします。
私にとってこの種のことを提供するブラウザの最大の部分は、今ではアクセシビリティを廃止することを心配する必要がないことです。さて、フォームのラベル付きチェックボックスの通常のHTML構造に従う限り、あなたは良いです。元のチェックボックスを隠していた方法について心配する必要はありません。ただし、視覚的に制御しているので、チェックされた値と未確認の値がチェックされたチェックボックスまたはチェックされていないチェックボックスと同じくらい明確であることを確認するように注意してください。
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強化学習という言葉を聞くと、難しそうな数式や専門的なアルゴリズムを連想するかもしれません。
しかしその本質は、まるで子どもが自転車に乗れるようになるまで何度も転んでは起き上がるように、「トライ&エラーを繰り返して少しずつ学習する」という仕組みです。
最初は失敗ばかりでも、成功に近づくたびに「ご褒美」を受け取り、そのご褒美を最大化しようと行動を改良していく──そんなシンプルなイメージが強化学習の原点です。
ところが、実際には大きな壁がありました。
多くの強化学習システムは「ゲームや環境によって細かいパラメータを変えないと、まともに学習できない」ことがしばしば起こります。
たとえば、難易度が高いゲームでは報酬を少し増やし、反対に報酬が簡単に取れすぎるゲームでは少し減らす、といった具合です。
これはちょうど、服のサイズが合わないたびに仕立て直しを繰り返しているようなもので、煩わしさが拭えません。
もし「着る人を選ばないフリーサイズのスーツ」が手に入るなら、そのほうが手間もかからず便利でしょう。
強化学習の研究コミュニティでは、こうした“調整なしでも多様なタスクをこなせるAI”を目指すアプローチが何年も議論されてきました。
そんな流れのなかでも、“マインクラフト”はとりわけ難しく、しかも魅力的な実験台です。
一言でいえば、“巨大な砂場”のような世界が広がっていて、プレイヤーはいろんなものを作れますし、どこへでも行けます。
資源を集め、道具を作り、道具を使ってさらに新しいものを作る、という果てしないサイクルが続きます。
自由度が高いぶん、「何から手をつけるかすら分からない」という問題も出てきます。
ゲーム上級者は攻略サイトで知識を仕入れたり、先人のミスを学んだりしながら少しずつ上手くなるのですが、それをAIがいきなり全部ひとりでやれと言われたら、相当骨が折れるのは容易に想像できます。
中でも“ダイヤモンドの入手”は多くのプレイヤーが「ひと苦労した」と口をそろえるハードルで、人間にとってもやり込み甲斐のある大目標です。
実際、これまでの研究では「AIがマインクラフトを上手にプレイする」ためには、人間が事前に教えるステップが不可欠なケースが大半でした。
たとえば、「まずは木を切り、それを使って道具を作り……」といった手順を人間のプレイデータから学ばせるとか、難易度を段階的に設定するカリキュラムを用意してあげるとか。
これは確かに効果的ですが、一方で「AIが本当にゼロから自力で学習しきった」とは言い難いのも事実です。
もし何の助けもなく、ただ試行錯誤するだけでダイヤモンドまでたどり着けるなら、それは「地図のない広大な島に放り出されても、AIがサバイバル術を自前で身につけられる」ということを意味します。
そこで重要になってくるのが、「世界モデル(World Model)」という考え方です。
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