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Since SHA-1 is already broken (just expensive in terms of GPU-time), then the text "please see commit " is also already broken.

You can't attack an existing normal commit.

But also collisions there aren't a big deal. People will cite short hashes when referring to things and that's not "broken".


If it's an existing commit and you're already converting the repo, you can just convert the commit messages as well.

That is essentially only a second preimage problem, which is basically impossible.

C# is a "first class" language in Godot and doesn't need a GDExtension, but it's not compatible with web builds yet. There is a draft PR that includes C# support but it adds about +50 MB to a web export and is also missing a few features.

I did not know that. Thanks for the info. I always use C# with Godot, but never had a use-case where i needed a web build.

And even that doesn't add consoles support, is W4 that far?

Console support is accomplished using "Middleware ports" for the Nintendo Switch, Xbox Series X/S, and PlayStation 5. https://godotengine.org/consoles/

I know the process, the question was how far .NET tooling support is there, because if they just rewrite everything into C++, there isn't much there to talk about.

FYI requests from your demo are being blocked by CORS in Firefox and it never loads.


Thanks for the heads up! Fixed now, was a bug in the service worker.


Voting on this site is a GET request to https://news.ycombinator.com/vote, so it's not that unusual.


Yet completely wrong


The difference between "read only" and "state updating write" is not nearly as clean cut as people like to pretend, even without regarding the technical differences between GET and POST requests. E.g. sites can have visit counters that update when someone visits, and that's a GET.


Yes in the year 1999


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