@steipete@openclaw out of interest, how much do you stay aware of the code base’s structure and non-user-facing features while not reading the code? It seems useful to be able to make these assessments (“misses the big picture”) and I haven’t figured out a good way yet.
ISerialization just landed in the static_h branch and will be out in the next stable release.
ISerialization encodes a JS value into an efficient opaque binary representation, which can then be de-serialized (deeply cloned) in one or more runtime instances.
It also optionally supports serialization with ownership transfer.
It is intended for efficient passing of values between runtimes and will be the base of message passing in our implementation of Web Workers.
I used to be constrained by localization in Athena Crisis.
We paid translators *a lot of money* to translate the game. This meant that whenever we wanted to change some layout or improve text, it would cost more money to translate and take a few days of turnaround time.
With https://t.co/TvK2gPsGkr, those constraints went away completely. Change anything, receive translations via PR instantly.
https://t.co/TvK2gPsGkr is now productionized as "pre-alpha". Whenever new strings are pushed to the Athena Crisis repo, it automatically sends a PR with good translations for all locales.
Super excited about this service.
@mrousavy hm, definitely seems compiler (settings?) related. On godbolt, even the slow version looks fine (uses memcpy) with clang 12 (oldest with c++20 support). -Oz looks good, too.
https://t.co/mgklInqltW