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Hydra v0.1.0-beta.11

Hydra v0.1.0-beta.11 Pre-release
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@Nisugi Nisugi released this 05 Nov 18:21

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.10

  • Hydra 0.1.0-beta.11: enhancives tracked and timed, every log control on one page, colours for the Uberbar's bars and a card's fields
  • Enhancives tracked, the Logs page, and the day's fixes
  • build(gui): egui fork at 2646719, gs_studio at 3b13e2e
  • A Lich script's own lines sorted by the stream rules as the story places them
  • A stray roll is no fight, a flare's line can open a brief, and more creature attacks and dodges read
  • A brief opens on the attack: its own line first, whatever else names the creature; more creature attacks and dodges read, and a tick no line links told as its damage

Hydra v0.1.0-beta.10

Hydra v0.1.0-beta.10 Pre-release
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@Nisugi Nisugi released this 04 Nov 01:47

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.9

  • Hydra 0.1.0-beta.10: fights told in one line, a shot from hiding named, flares in their own chunk, and loot told whole
  • Travel: a ship's port taken from the berth the game last gave it, over what ship info said
  • More of a fight read: bleeds on the character told as on them, the last damage the brief had over the reader, and more attacks and dodges
  • A fight read closer: a flare with no shot told in its own chunk, a shot from hiding named by who sent it, a spell's prep hidden, and the lines a fight still held unread taught to the reader
  • One line, a fourth way to show a fight: each attack on a line of its own, one for each target, with its roll, outcome, damage and worst crit. Room spells held behind a box, so the state stays small enough to walk with
  • Briefs say the spell: a gesture told as Zoleta casts Blood Burst at a warg., any other opening line with the spell after it. The attacker's own line opens a target's telling over any word about it; bloodstained light takes no place; damage stated on an opening line counts, spiritual malady's total does not; the lines known as passing no longer logged as left over
  • Loot reports never name an account: the cap still counts by the finder's account but calls it by the characters played on it, and pace drops its account row and column
  • Spells left in a room known by their caster: a briar or the arms are whose gesture came before they appeared, the game's word on a briar's strength settling it, and stay so in their room for 180 seconds after last seen, left and come back to
  • A told fight takes its empty lines with it; a creature falling on another is ours only when our attack felled it; the def counts brought up to the arms' lines
  • The arms' grab told as how a creature was left wherever it stands in the block, so it is not said twice
  • Briefs keep the attack: the first line to name a target opens its telling, only a later gesture takes that place, and an aura's line is never one. Known passing lines are removed without being logged as left over. Show the roundtime on the Fights page, off at first. Grasp of the Grave read: the first grab and the later ones, whatever the appendage, each credited to its caster and not told twice. brief_probe --audit lists lost attacks, odd openers, damage differences and left-over lines. Not yet run live.
  • Loot told whole: every item typed by its noun and name (data/item_types.tsv, .loot types); the room beside every loot event and, beside a sale or an appraisal, the town, the kind of shop by the line's shape and the trading and racial bonus sold under; the character's facts kept as they change, the account first, since the cap is an account's by who searches; the value lines read (a loresong's worth, a purify's outcome, skins and bundles appraised by hand, a skin bundled, the furrier's sale, the gem shop's refusal, the pawnbroker's worthless, a bag sold whole, a wand duplicated, a ring ransomed, a skinning botched); boxes whole (.loot boxes, .loot box); the loot cap by account with a price book learned from play (.loot cap, cap last, cap all, .loot book); loot pace by searches into the week, three signals, the knee marked (.loot pace); every loot report as blocks with charts, and a Lines chart drawn as lines in the Reports window. Ledger migrations 11-13. Not yet run live.
  • Logs on disk every five minutes, .savelogs, the ledger repaired at open, and the log window shown as the story was
  • Fights told whole: a chunk told briefly keeps nothing loose, each target its own line, damage and how it was left, one blow telling its many; lines nothing read are removed and written to the log as brief/left_over. A target named bare, as Earthen Fury's lines name it, is known by its link in the chunk or an earlier one, so its damage is its own and its caster's. In Lich's view a brief waits until a prompt of a later second, and finds lines a script tagged. Creature tags are written in the story, for the player alone, and on the room's words in the window, the terminal and the page. A status in the targets list may have a colour behind it. brief_probe compares a recording's briefs with the combat reader
  • The guide's missing chapters: Travel (.go2, .route2, .sail, .portal, names of your own, the Travel page, what is not walked yet), Typed casting (.ec, its checks, how a spell is cast, the commands), The sorter, A game controller (controller.toml, chords, the sticks, interact mode, the wheel and the portals wheel, rumble, the legend, the Controller page) and Countdowns under macros (the sources, timers in order with their colours, a state's own, spells laid on a room); the macro guide says how several rows are picked and taken away at once

Hydra v0.1.0-beta.9

Hydra v0.1.0-beta.9 Pre-release
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@Nisugi Nisugi released this 31 Oct 20:04

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).


Many heads, one beast; a beta wakes in the night, nine times born.

The story

  • Fights told briefly — a hundred blows fall, one quiet line remains, and the troll is KILLED.
  • Each chunk knows its cause — two commands at once, and each answer finds the question that sent it.
  • Lines no reader knows — a briar lashes where no reader looked; the table counts what it saw, and learns the fight.
  • A room in a flight — struck with fear you run; the room you land in stays in the story while the fight moves on.
  • Stream rules — searches, skins and swings follow their commands downstream to whatever window you gave them.
  • Quiet questions — asked under its breath, Hydra still shows you the news the game says first; only the answer hides.

Chains

  • Assaults — barrage, arrows loose; the chain holds its breath for the last one, then the stance comes back.
  • Stance — already guarded? Nothing is sent. In roundtime? It waits its turn. Otherwise, at once.
  • ...wait — the game says wait a second; Hydra waits, then asks again, and knows when to stop asking.
  • rt after a command — the clock is read only after the game has spoken its roundtime, never before.

Macros, keys and timers

  • Hotbars hold macros — every button is now a macro in its own slot: one name, three faces.
  • Countdowns in order — a buff burns down its time, then its cooldown, each in its own colour; the timers stand in line.
  • Spells laid on a room — Breeze blows through in nine-second beats, and the countdown knows the beat it ends on.
  • The Wizard's setup — old Wizard scripts wake, their dotted words come home, and s still goes south.
  • The Aliases page — try an alias before it sends; keep it as your own or everyone's, or let it go.

The ledger

  • Silver and bounty — silver comes and goes; every word of the teller, the locksmith and the bounty office is written down.
  • Loot — searched, mugged, boxed, appraised and sold: one item stays one row through a relog and the locksmith's pool.
  • A pile on the floor — the searcher's first, then whoever of the household stoops to take it.
  • Lich's logs imported — the old logs come in, and a hunt cut across two files is made whole again.

Reports

  • Reports as blocks — headings, cards of facts, charts, and tables that sort at a click with their links still alive.
  • cstats biggest — which blow struck hardest? Both hands, their flares, blink's strikes and the mirror's echoes, the top twenty told.
  • cstats ucs — jab, punch, kick, grapple: each tier the game named, and the follow-up it opened.
  • Across instances — Prime and Test as one report, each arm laid beside the other.
  • Whose flare — only the line or the swing that names you may say a flare is yours.
  • Multi-round spells — snowflakes from the sky: Lorminstra's, or a stranger's? The gesture decides.
  • The flare report — proc rate by weapon, round and attack, crit ranks and locations drawn as charts.
  • Speed — six hundred thousand attacks once took minutes; now the answer comes in milliseconds.
  • Experience across time — the last twenty-four hours, a bar an hour, the mind state you sat in and the time you sat.
  • Effects — Empowered (+29) and Empowered (+31) are one effect with two faces, and the report says so.

Windows and travel

  • The Uberbar — the injury doll fills its column; beside it, today's silver, experience and bounty points.
  • Ships — a ship in port is remembered with its dock, and a route by sea is found without asking twice.

Housekeeping

  • The checks — every gate stands guard: the docs' links, one graphics device, the pictures taking turns, no Ruby required.

Hydra v0.1.0-beta.8

Hydra v0.1.0-beta.8 Pre-release
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@Nisugi Nisugi released this 28 Oct 17:04

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.7

  • Hydra 0.1.0-beta.8: the terminal comes with every release and update
  • A tablet upright keeps the workspace's three columns
  • Work mode plays a scene, lets the lookout through, keeps quiet, covers itself, and has its chapter
  • Performance in a terminal, overlays fitted to what they draw, work mode, and the trigger editor's volume
  • Travel banks by the listing, rides out a caravan, and puts the pass in by name
  • Menus nest, the terminal arranges and imports Vellum, and Hydra outlives its terminal
  • Effects windows choose how times read, and the terminal finishes window names
  • A terminal window is edited as a form
  • The terminal takes Vellum's window commands
  • The terminal's command line sits in its window, and the mouse arranges windows any time
  • The terminal's layout fits without new overlaps, and a custom window holds several
  • A character's place: the hub in a terminal, or in a terminal of its own
  • The page keeps to the app's screen width
  • The sync asks its reports quietly, saying each stage and when all are done
  • The app's text size starts at 80%
  • The app's text size starts at 70%; a browser's stays at 100%
  • The terminal's keys from the crossterm fork's lock keys: Pause, Scroll Lock and the rest
  • One home for what the windows and the terminal both work out
  • The terminal's hub, settings, keys, editors, find and copy, and every widget
  • Each character shown where it chooses: a window, the web page, a terminal or nothing
  • The terminal's modules for cards, find, selection, forms and logs, and .keys's hook
  • The terminal's overlays: the main menu, the web page's switch and code, Shut down's question
  • The terminal's layouts, widgets and keys; arranging, and Vellum's layouts brought in
  • The model out of the GUI: the widget catalog, cards, keys, completion and lines toolkit-free
  • hydra tui: a terminal attached to Hydra, its screen drawn in the process
  • The board's upkeep: highlights, the sorter, .hotbar and the page's theme kept with no window open

Hydra v0.1.0-beta.7

Hydra v0.1.0-beta.7 Pre-release
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@Nisugi Nisugi released this 26 Oct 05:20

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.6

  • Hydra 0.1.0-beta.7
  • The guide's pictures, redrawn for the published docs
  • Banners float over the web page too, as the Banners page says
  • The web page floats banners over the story
  • The HydraFE privacy policy, published as a guide page
  • Banners float over the play window, as the Banners page says
  • The Themes editor's picture with its Prompt section
  • The Themes editor's Prompt section
  • The web page draws prompts in the theme's prompt colours
  • Prompt characters coloured by the theme, in the story, the echo and combat
  • The combat stream reads as the story does: the game's blank lines and its prompts
  • The sorter sorts a survivalist's kit: its items listed, its herbs after
  • What is typed for Lich waits until Lich knows the character, however long; the player told at ten seconds
  • A selection from the top dragged past the separator scrolls the top forward, and the bottom's lines keep out of it
  • A selection dragged past the story's edge scrolls it, as text does in an editor
  • Clipped lines' links stay on their lines around blank ones: each line numbered by the newlines written before it
  • Trigger changes made at once each keep the other's: one change's read, edit and setting held together
  • Formatting: the hotbar test's move-back assertion as rustfmt lays it
  • A note written over drops the old words' links, and a link off its line's characters is never handed to what shows a note
  • A new hotbar named as one already there is refused, not put over it: a bar takes only the place of the one it was
  • An icon sheet refused copies no image: the manifest's change is made before the copy, so an icon is never replaced by an import said not to be done
  • The page synchronizes the shown character's workspace again when its connection comes back, sending a save that failed meanwhile
  • A late workspace answer is put only over the character it was for: the save checks the load and the character, as the load does
  • The page's workspace saves with Hydra though the browser will not keep it, held in the page's memory meanwhile
  • .every as replaces only the one of its name, and is refused for a line another already sends
  • Lines held for Lich's login are said as never given; a reward claim run heeds the settings at each login
  • Push to phone: one desktop token asked at a time, a forgotten phone stays forgotten, a long alert cut to fit
  • The guide's Push to phone chapter: setting it up, .push, what leaves the computer, and when it doesn't come
  • Each push tapped opens its character, though the last tap named the same one; .p8 keys never committed
  • HydraFE pairs for push to phone, opens sealed pushes, and opens the character tapped
  • The push relay is at blue-tracker.gs-game.uk, the name its nginx serves
  • Push to phone: a trigger's banner on each phone paired from HydraFE
  • The reward claim's docs name CLOSED_MOST as code, not a link rustdoc refuses
  • The push relay: hydra-push, for HydraFE's banners on trigger
  • Audit fixes since beta.5
  • A tab clicked to show is kept with the layout, as a key turning it is
  • A session's player log is closed as it ends, so Hydra exits at once
  • Typing for Lich waits until Lich knows the character
  • Doc links that rustdoc refused: file and write named as the module and function, private constants as code

Hydra v0.1.0-beta.6

Hydra v0.1.0-beta.6 Pre-release
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@Nisugi Nisugi released this 24 Oct 21:00

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.5

  • Hydra 0.1.0-beta.6
  • .go2's ship info asked quietly, kept out of the story
  • The lookout's trigger is off until switched on from its settings page
  • The story's prompt rule is shared: one rule, and the page's script follows it
  • .every runs several at once, numbered or named
  • The web page folds a prompt with nothing shown before it
  • The store's claim is started, and the store and the login reward are separate
  • The lookout: every line not yet learned, in a stream of its own
  • The Editors window's editors as tabs along its top
  • A Lich started late is handed the society, the reserve, containers and targets
  • A Lich started late is handed the bounty as the game said it at login
  • Help in two columns, grouped, with links: .help and every family's help
  • A setting that rests on another is greyed while that one is off
  • Claim the login reward stays on: a slider sends only what the player moved
  • Map corrections, rewards.toml, the phone's settings and the web pairing written whole
  • The macros file changed under its own lock
  • An imported session is noted only once its pulses are on file
  • A refused login-reward sign-in holds back every character on the account
  • Only web addresses open on a click
  • A story picture on another machine is not looked up unless the pictures folder is on that share
  • The iOS page listened for again on waking even while a team keeps it wanted
  • .lich on after .lich off starts a new Lich once the old has ended; .every down to one second
  • The roster and teams files synced to disk before they are renamed in
  • The ledger flushed as Hydra stops and honest about lost rows; the iOS log pipe gives standard error back when its thread cannot start
  • Second review: file threads counted before they start, settings flushed when a windowless Hydra stops, the iOS log pipe closes what it made on a failure, the page's themes read off the runtime
  • Review fixes: the recording waited for on exit, .route2 writes nothing, highlights and redirects loaded for every front end, a quit Lich let go sent at once
  • The log window rebuilt, stream rules, triggers' redirects folded in; files written behind, settings shelves, effects rows, travel by gigas fragments
  • Settings and Editors split, the Menu rebuilt, a clean title bar, Pair; smaller windows, effects rows, tab height, indicator looks
  • The store's countdown read, and no claim posted when none is offered
  • Store Simucoins claimed, the Login rewards settings page, the guide chapter
  • Login rewards: recorded, reported, and claimed on a schedule

Hydra v0.1.0-beta.5

Hydra v0.1.0-beta.5 Pre-release
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@Nisugi Nisugi released this 20 Oct 09:52

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.4

  • Hydra 0.1.0-beta.5
  • Art packs drawn: orbs, vessels, rings and bars, emblem panels, indicator icons and window frames; the Vitals stack; window layers; each character's own zoom; Settings forms in one look; the skill trainer over the play window
  • Leading the group is a status: lit while you lead someone, for triggers and the indicators
  • Graphics on Windows: Vulkan or DirectX 12, chosen on the Window page
  • Settings: the General page in headed sections, the log's feeds named as players call them
  • A line sent to another character goes through its Lich, as one typed there
  • Travel: Sailor's Grief's warden at the docks' foot
  • Creatures: the mastodon's wool and bones is its decay, the wendigo's stand, comings, goings and frenzy
  • Timer effects the game never lists come and go by their messages
  • Effect chips: a chip is a widget of its own, over the effects it gathers, with a popup
  • Story rows and target lines: the words laid out as before, the margin claimed beside them
  • Targets: a line is cut at the widget's edge unless the look says wrap
  • Story: a line owns its row, so a selection dragged past its end takes it whole
  • The ledger keeps every name once and what was up as spans, not copies
  • Macros: one system with three faces, the editor, and bigshot's checks as conditions
  • Combat reading: a companion's shot from hiding is another's, the room's maneuvers are at us, and what the game printed nothing for stays unresolved
  • Travel: the own ship known by its look among others at the pier, a fresh deck on boarding, the dock NPC among the creatures
  • Intercepts told apart: a block before the roll, an absorb of a hit
  • Targets: the name said four ways, each status ranked, coloured and capped, the line's parts in order, the bar as tall as chosen; the page follows the widget
  • Travel: the familiar sent home from the page, and no way out names the side not known
  • Travel: the own ship sails from its port, the dock NPC asked by id, the trip funded first, the Travel page grouped
  • What a swing was made with: the hands, a volley's round, the gauntlets' flare, the worn list
  • The guide: a Themes chapter, with pictures and examples
  • A fatal crit has its own colour, none unless a theme pins one
  • Gemstones: the set a hunt ran with, and the one-time sync
  • An inbound attack claims its own line's reactive flare
  • A wheel's folder turns alone
  • How much the story and the streams keep is the General page's
  • Tabs that read as tabs: plain, separated, boxed or filled
  • The web page's skill trainer can change the goals
  • A flush waits for what comes while it waits, and asks for it
  • A page that stops reading cannot hold its connection
  • A workspace request names the character it is for
  • A workspace save has its file to itself, and replaces it whole
  • The phone's Targets and Players draw each as the one run it is
  • A doc link in hydra-web named a private constant
  • The ledger's open items listed, and .help naming every report

Hydra v0.1.0-beta.4

Hydra v0.1.0-beta.4 Pre-release
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@Nisugi Nisugi released this 14 Oct 23:39

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.3

  • Hydra 0.1.0-beta.4
  • The Reports window
  • Combat reports: barriers, intercepts, and the listings paged
  • Brooch and instant experience, reactive flares, and a recording imported
  • Ensorcell's benefit is its flare's kind
  • The skill trainer on the web page
  • goals typed on the web page is the trainer's, and goals web the page's
  • A zoom read from the file is compared within a hair, not exactly
  • Inbound attacks sorted, both halves of mirror image, and barkskin's casts
  • A closed log window reads nothing until it opens again
  • A combat report's link sends its command bare
  • Combat recorded: hunts in the ledger, and .cstats
  • Experience tracked: the ledger, the recorder and .exp
  • Each channel's lines in its own colour, and a line's time in its own
  • A tab's width is its own
  • Triggers send at their cooldown's pace, with no count of their own
  • The history keeps lines as the General page says
  • Add a widget: every category a fold, the room one of them
  • A hidden title takes its strip off the window's top
  • The review's third round: per-frame work and the long tail
  • The review's second round: wrong answers and per-frame costs
  • The review's first fixes: hangs, crashes and leaks

Hydra v0.1.0-beta.3

Hydra v0.1.0-beta.3 Pre-release
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@Nisugi Nisugi released this 14 Oct 00:02

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.2

  • Hydra 0.1.0-beta.3
  • What says where the editors are says the Menu and Settings
  • The guide: a Triggers chapter, with an example of each kind
  • New asks what kind of trigger
  • A trigger's form opens with a sentence of what it does
  • Try it sits under the pattern, and says what the pattern caught
  • A theme colours each flare and each status on you by its name
  • Flares, statuses on you and killing blows take presets from the combat reader
  • The trigger form in four sections, each saying what it holds
  • The guide: bring your setup from Wrayth or Vellum
  • A creature's death, spell prep, special and recovery take presets
  • Each character's session runs on a runtime of its own, two threads
  • The model's patterns read \w, \d, \s and \b as ASCII, and hold less
  • .keys import brings Vellum's keybinds
  • Highlights of plain words are found in one search, and Words take |
  • Every character's highlights are one built set
  • Vellum's fast highlights come in as words standing alone
  • Pictures in CI: a cursor drawn steady, and room for another rasterizer
  • CI checks the Mac too
  • connect_game's docs name the ready wait without linking it

Hydra v0.1.0-beta.2

Hydra v0.1.0-beta.2 Pre-release
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@Nisugi Nisugi released this 13 Oct 18:28

HydraFE for the phone ships through TestFlight, not as a file here.

The Linux build needs glibc 2.39 or newer (Ubuntu 24.04 and later,
or a comparably recent distro).

Changes since v0.1.0-beta.1

  • One Menu, on the hub and on every play window's title bar
  • Settings holds every editor, and lists the tools
  • The badge brightened: it read too dark on a taskbar
  • Hydra's badge, the one icon everywhere
  • Triggers, by name: every word a player reads that said highlight
  • The Ebon Gate merchants, and pictures a script places in the story
  • Packs listed by kind and by tens; compass sets in both layouts
  • The Compass widget draws a compass set: its rose, each way out lit
  • The ready signals wait for the game's settings: team logins all come in
  • A blank line the game sends is drawn a line tall
  • Whitespace inside a game panel's markup is not text
  • A key is caught with its modifier held, not as the modifier
  • Restart now: Hydra starts again into the update, its characters with it
  • The hub and the tray offer a newer Hydra, and fetch it
  • hydra-update: a newer release found, fetched, checked and put in place
  • A release names its beta, and signs its checksums
  • A window's title takes a colour and a size of its own
  • A bar's words take a colour and an outline of the player's own
  • The Command line widget draws the command line inside itself
  • The story's newest line holds the bottom in the frame lines come
  • Custom indicators: a name, a look, and a rule of the player's own
  • Indicators as icons: a sheet's cell or a picture, its size, hidden while off
  • Floating windows: a widget window's background, down to clear, and kept above the others
  • Keep on top: the settings menu and every editor window; Add a widget above every widget window
  • Indicators: one the game has not reported is drawn off, with no question mark
  • The guide's hub picture, the author's new screenshot
  • Highlights: .highlight import reads Vellum's too
  • The windows open on Vulkan where a graphics card has it, and say what their opening took
  • Cards: the name and the connection each a part of its own
  • The guide: the hub with characters playing, and the tray menu, from the author's screenshots
  • The Mac app keeps its files in Application Support; the Windows exe carries its C runtime
  • The guide needs mdBook alone: the install page has a section per system, not tabs
  • The guide's first pages: how Hydra works, and getting started
  • The guide's pictures, drawn by the GUI's tests
  • Hydra opens with no console window, and logs how long its start takes
  • The guide: an mdBook at the docs site's root, the API reference under api/
  • The Windows jobs run their steps under bash
  • The Windows steps every build runs are cmd, not PowerShell
  • The Mac builds skip the cache action too
  • Releases and the docs site go to the public hydra repository
  • The Windows jobs put Git's bash on their own PATH
  • Snapshot tolerances per operating system
  • The Mac builds ask for the Mac by name