5,321 karma · joined September 19, 2010
Anyway, the "errors" that OP mentions are simply just deprecated attribute styling and like, one or two instances of center tags. Hardly breaking anybody's back to continue supporting those.
Since the page where the bug manifests itself already has responsive CSS
styling, we can quirk TextAutoSizing to skip adjusting for it, at least
until we figure out why we are calculating RenderBlockFlow width inconsistently:
https://bugs.webkit.org/show_bug.cgi?id=275223
That's even better than a comment, because you can git blame for it and get the full context of the issue (from the bug thread that proposed it to all of the documentation of the investigation done for both bugs)It's also interesting to note that, for Piet, the colors themselves don't have any particular meaning, the instructions are encoded by the differentials between one color and the "next" color in the program direction, with blocks of continuous colors encoding noops. So moving from red to light red is a [0,-1] change, (no hue, 1 step lightness), and moving from blue to dark red is a change of [4,1] (4 steps of hue, 1 step of darkness). So the exact colors don't matter too much
Why? What's the downside to reusing grid-column-template or whatever for the CSS Masonry spec?
Sounds like this is just normal sharding. Completely different from having a totally separate schema like GP proposes (with that approach you don't use sharding keys at all).
From that perspective, Paper is much more commonly used by commercial server owners (since they're catering to the very large audience of casual users who don't want to install mods) and casual users paying for a server host for their friends who just want a couple of small tweaks, while Fabric and Forge are generally used more by smaller groups of dedicated power users who want a lot of extra mods
Paper and Forge both focus primarily on providing a large extension API through modifying the decompiled Minecraft source code, while Fabric takes a different route by providing primarily an extensive dynamic Java bytecode modification library that allows developers to effectively "build their own API" by modifying the vanilla Minecraft classes at runtime. This means Fabric is generally much faster and easier to update to newer versions, and most smaller mod developers have adopted it as their preferred platform of choice due to the more powerful tools, and use open source libraries to make up for the lack of a built in API. (These are generalizations, of course, and Forge and Fabric have experienced a fair amount of convergent evolution at this point as well.)
On the performance side, there's a new experimental Paper-like server called Folia from some of the core developers aimed at providing radical parallelism. Normally, all Minecraft servers run their main gameloop on a single thread, and the largest of server operators deal with the issue by providing front end proxies that shard users to different servers, which limits interactivity. From a technical complexity level, you could almost compare it to a GIL-less server reimplementation. All, again, built as patches onto the decompiled Minecraft source code. It's gaining more stability and has been used in some very exciting public tests
I think the arguments other commenters have made about logging, browser history storage, etc are more convincing