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World of PADMAN game repository

Home Page: https://worldofpadman.net

License: Other

CMake 0.80% Makefile 0.10% HTML 0.38% Assembly 0.25% C 87.04% GLSL 1.71% HLSL 0.01% Objective-C 1.76% Roff 0.05% Yacc 0.01% Perl 0.27% Shell 1.02% ShaderLab 1.93% C++ 3.31% M4 0.77% Python 0.01% Metal 0.01% Java 0.52% Batchfile 0.01% JavaScript 0.05%
shooter game wop worldofpadman padman

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worldofpadman's Issues

Console won't open

I ran into an issue where the game console won't open. I was yet unable to identify whether it was a misconfiguration or a general problem (windows 7, windowed mode). Investigation needed. Also: please restore the original Q3 console behavior (single key).

This is in my wopconfig.cfg:

seta cl_consoleKeys "^ ~"
bind ^ "toggleconsole"
bind ~ "toggleconsole"

Bots: bots keep camping on opponents team lolly position

Ever since 1.5, bots have often struggled to play Capture the Lolly correctly. They get the correct lolly, then walk to their own teams base and walk right past where they should capture it - then they just go back to the other teams base to the exact spot where they collected grabbed it, and then camp there until they get killed. Although when i test it on my local server, this didn't seem to happen and they could capture it, although they still constantly walk off the map (colorstage) at a specific place. I may need to spend some time figuring out what causes them to do this, as on my network servers, they usually do.
~Ben the PadKing

Crash: Signal 11 on TrashMap

Added from the old bug tracker and affects WoP 1.6. Please check if this is still relevant, otherwise close.

For no matter what game type, I get a crash on TrashMap. Most of the time it happens on or under the fire escape stairs. The last entry in qconsole.log before Signal 11, is usually "freeing sound sounds/maps/human/snoring". I can't reproduce it on InstaPad or if playing with only a few bots.

  • Add lots of different bots.
  • InstaPad is OFF
  • Keep circling the fire escape.
    ~ tenpole 2012-04-11 00:25

qconsole.log

The crash happens due to a NULL pointer dereference in https://github.com/PadWorld-Entertainment/worldofpadman/blob/main/code/client/snd_mix.c#L420 where sc->soundData is accessed.
For now, this is all I know. I will do some debugging and check whether the issue is already fixed upstream in ioquake3.
Update: I can not reproduce the crash in ioquake3, even with the same settings. I have a fix for WoP, but I can not say whether it is correct, waiting for #ioquake3. ~ brain 2012-04-21 16:38

Mouselook gone after map change

Under certain circumstances it can happen that the mouse look is gone after a map change has happened. I can't tell yet whether this is a random issue or map related (happened on Phobos' Monkroom in my case). Further reports/information/investigation may be needed.

Update: it's not map related. Also it's randomly restored after another map change.
Update2: sometimes only one axis (x in my case) vanishes

some help on compiling updated binary for Linux

I'm on linux and I compile ioquake3 source pretty regularly. What I'm looking for is a simple explanation of what config options I need to use to build a replacement binary for linux for this world of padman source repo -- the Makefile currently builds an ioquake3 binary with all the ioquake3 defaults. I can probably figure it out on my own eventually, but... if someone has a list of exactly what one needs to do to build and updated binary with the from source for each platform... that would be super helpful. Also... can I use the latest ioquake3 source so I can use seta cl_renderer "opengl2"?

here's a start:

dotfile dir in ioquake3: ~/.q3a
dotfile dir in wop: ~/.padman

main config + extras directory in ioquake3: ~/.q3a/baseq3
main config + extras directory in wop: ~/.padman/wop

main config file in ioquake3: ~/.q3a/baseq3/q3config.cfg
main config file in wop: ~/.padman/wop/wopconfig.cfg

binary name ioquake3: ioquake3.x86_64
binary name wop: wop.x86_64

so, here's my guess so far:

make BUILD_STANDALONE=1 CLIENTBIN=wop BASEGAME=wop

Thanks for any help, and thanks for all the fun!

Bots: crash - S_FindName: empty name

Dunno why it crashed but here is a bug report. WoP gave me the option to just copy it to clipboard and paste. I was just hopping, my guess is one of the bots I was playing with did something to crash it ~Shadow
message.txt
message(1).txt

S_FindName: empty name - ya, that shouldn't happen. Without a stack trace or reproducible steps it's difficult to track. ~brain

Auto-Download

Just for the record: i'm well aware that enabling auto-download is a security risk. It's just that this is one of the major things that keep people from playing, since most of the available servers run a bunch of community made maps.

There are a couple of possible solutions, some of which we've discussed in discord recently were:

  • provide a secure download source and set sv_dlurl to this by default, enable auto-download. potential risks:
    • user changes sv_dlurl: ¯\_(ツ)_/¯
    • malicious download source: you have other problems
  • create a community map pack, don't enable auto-dl. forseeable problems:
    • people need to find/download/install the map pack
    • the map pack will never be complete
    • permission from the mappers (gotta catch 'em all!)
  • discuss!

Map: bad camping position in airplane

Added from old bugtracker and affects WoP 1.6.

In map wop_airplane, there is a location on the lid of an open stowage compartment that is easy to reach, but easy to defend. This could be a big problem with LPS. ~Hectic

shot0010
shot0011

Steamworks SDK / Steam Distribution

On another note I wonder if it would be possible to sidestep the whole licensing issue by having a separate launcher / interceptor app that communicates with Discord. One could probably just look at the unencrypted Quake 3 network packets with libpcap

Which makes me wonder if we could sidestep the Steamworks SDK licensing issue in the same way.

[...] decide that what the Steamworks SDK does is just a communication with a service that does not invoke the copyleft requirement of the GPL.

Originally posted by @codemasher in #10 (comment)

When map change 3 players in game during Tournament

Added from old bugtracker and affects WoP 1.6. Please check if this is still relevant, otherwise close.

After map change (if multiple players are on the server) there are 3 players in the game and "Waiting for Players" is displayed. Create server with gametype "Tournament", connect four players, vote for another map. ~Hectic

UI: password UI look and feel

Just a minor note about the new password page. It should have the same look and feel as the specify page. There, the font in the input fields is always centered. The text can't stick out over PadLilly's fingers, although the textbox does. There is also no flashing arrow.

The password input field has left-aligned text, which then starts very close to PadLilly's fingers. Together with the arrow, this looks a bit too close together. Without the arrow and centered, it would be more consistent. The text box could also be moved down a bit so that it doesn't touch the P of password. Of course, all this is just cosmetic.

Otherwise it is very nice and does what it should. But I only tested it with an invalid password when connecting to the future millionaires server.

shot0004
shot0007

Sounds: 44kHz menu loop track

Dieselkopf sent us the original song Overture in high quality, from which the WoP menu music is derived. The loop is already created in 44kHz and will be shipped with WoP v1.7.

Sound: FLOATER holdable emitts no sound when used

A general bug that I'd forgotten to mention that has been hanging around since the upgrade to v1.2 or maybe it was OK in v1.5 too. However, FLOATER never continuously makes sound. It is inconsistent and most of the time just emits the purple smoke and no sound at all. In v1.2, it made sound every time you used it. ~Ben the PadKing

Wrong resolutions will be set by video settings menu?

ce9b9be added additional builtin resolutions names in the video settings menu.

However builtinResolutions are names for r_mode values. So you would also need to update the r_vidModes table in tr_init.c in opengl1 and opengl2 renderers for the values to actually work:

vidmode_t r_vidModes[] =
{
{ "Mode 0: 320x240", 320, 240, 1 },
{ "Mode 1: 400x300", 400, 300, 1 },
{ "Mode 2: 512x384", 512, 384, 1 },
{ "Mode 3: 640x480", 640, 480, 1 },
{ "Mode 4: 800x600", 800, 600, 1 },
{ "Mode 5: 960x720", 960, 720, 1 },
{ "Mode 6: 1024x768", 1024, 768, 1 },
{ "Mode 7: 1152x864", 1152, 864, 1 },
{ "Mode 8: 1280x1024", 1280, 1024, 1 },
{ "Mode 9: 1600x1200", 1600, 1200, 1 },
{ "Mode 10: 2048x1536", 2048, 1536, 1 },
{ "Mode 11: 856x480 (wide)",856, 480, 1 }
};
static int s_numVidModes = ARRAY_LEN( r_vidModes );

The r_vidModes list is also missing the additional values from WoP 1.6.

By default ioquake3 displays resolutions in the menu from r_availableModes cvar and uses either r_mode value (corresponding to builtinResolutions) or r_mode -1, r_customWidth, and r_customHeight to support any arbitrary resolution. In my opinion, there isn't much reason to change builtinResolutions or r_vidModes in tr_init.c except to match WoP 1.6 but that's up to you.

As it is, mismatch between builtinResolutions and r_vidModes will result in the wrong resolution being set from the menu. (Also I haven't test this so sorry if I'm mistaken.)

WoP is dead. Long live World of Padman!

People keep asking why noone plays the game anymore, and at some point i made a snarky comment that we cannot force you to play it. I realized that it's indeed up to us.
We did not just make a game, but the website and forums brought together a small but very tight knit community, all of which got lost when our webserver crashed at some point in 2014.
Then i realized that the game is virtually unavailable nowadays, except at SourceForge (ugh!) and ModDB and their clones, who were cool back in the day, but now lock downloads behind ad banners.
We failed to properly distribute and preserve it, combined with the malicious actions of a certain padmember, who deleted most of the historical WoP downloads from many mirror sites, including the PadMod for Quake3 (however, you can find a lot of the files somewhere on the web - at your own risk).
The silly patch distribution was the icing on the cake, making it extra complicated for people - i'd be ashamed of myself if i had to write a page long tutorial on how to download and install the game... Turns out that patch distribution only works well with full release downloads or if you can provide a reliable autopatcher. We had neither.
The WoP source was only available as .zip file (and the 1.2 source has gone lost for some reason) - i think there was never a public repository for it, therefore we have no commit history available and making it super hard for others to do anything on the code.

I didn't have the time and resources to fix the website back when it crashed, not to mention that none of us had a database backup from later than 2012, because apparently we stopped caring.
In 2015 i made an attempt to bring it back and teased with archive.org links to the historical WoP websites which was followed by a very ugly episode including the same certain padmember betraying me, among other things (i do not associate with this).
Originally i planned to resurrect the WoP website with all its fancy in its original place for the upcoming 9th anniversary of the ioq3 based standalone game in 2016 (and more importantly, the 10th!), but for SOME reason it wasn't bound to happen.

It's 2018 now, and i'm still bothered by all of it. Some of us poured their heart and soul in this game and it deserves better. I want to see people playing and loving WoP again. WoP turns 11 in a few weeks, so i'm going to bring back parts of the old website in the WoP Archive as well as the server browser, i'll be maintaining this repository (there's a brand new dev branch already) and i'm going to make all of the historical downloads available again.

Long live World of Padman!

BOTS: Create individual character properties for the WoP bots

This is a larger topic, but should be addressed to significantly improve the game experience in WoP with bots. Most of them do not have individual character attributes and use the same values defined for PADMAN. Weapon and item weighting is currently the same for all bots, see fw_items.c and fw_weap.c. Most male bots also use PADMAN as a basis and refer to the Padman AI files. The chats are defined in the files girls_t.c, for female bots, and guys_t.c for male bots, but these are not always appropriate for all bots. There is also original Q3 content in these files. So it has to be cleaned up completely.

Code: Flickering entities - pushing the entities limit

There seems to be a hardcoded limit of drawn entities at the same time. This effects usually big maps filled with a lot of items and other entities. But also when using BOASTER not all of the foam puddles are drawn when there are a lot of player online at the same time. So this already affects especially the current TrashMap. The effect on the items are best visible in this video by 3aTmE! When I remember correct @seldomU already tried to have a look at the issue back in 2011, but WoP v1.6 was too close to release date, there was not enough time to implement a solution.

Music: music player restarts always on map change

This has only been a problem since the 1.6 patch - but it is the same for everyone. Every time you join a map, or are on a server and go to nextmap, the music always starts with dieselkopf1 (padrock album) and the first track "down the hatch". You can skip to any song later in the music menu during the round, but no matter what you save or select, it will start at this same song very round. Or the same story if you have custom music in the game, such as by Neurological. In my case on my local server the first track on that album does this.
~Ben_the_Padking

Sounds: new announcer sound files

We hope to record new announcer sounds in 44kHz from Angie --> she has already agreed to support us. The original recordings from 20 years ago by Shooey are lost. Angie is the original WoP announcer since the PadMod. This will also heal the break caused by different announcers in CTL game mode.

New sound samples for new features:

  • PadHero
  • WatchPad
  • Health station depleted
  • The enemy has the lolly
  • Your team has the lolly
  • Prepare your team
  • You are frozen
  • Prepare for fun
  • Run!
  • Friendly fire!
  • Cease fire!
  • Watch your fire!
  • Wow, that was close!
  • Vote now
  • Vote in progress
  • Vote passed
  • Vote failed
  • Merry Christmas
  • Happy New Year
  • Happy Holidays

New sound replacements to heal the break caused by different announcers:

Code: Re-enabling individual footstep sounds

Individual player model footstep sounds defined in animation.cfg is a Q3 standard feature, but it stopped working in WoP since PadMod times and is disabled. This will be re-enabled and player models like BeachPad and PaddyBell will get barefoot step sounds. PadCho will receive boots with spurs step sounds. These individual footstep sounds will only override the default footstep sounds, not the ones defined by the texture shaders in the maps.

ERROR: program tried to execute code outside VM

Hi. I compiled the source first from git branch 1.6 and then from the wop-1.6.0-full.zip file with a simple make. Both binaries crash with the following error message:

Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "./wop/wop_006.pk3"
...which has vmMagic VM_MAGIC_VER2
Loading 1305 jump table targets
VM file ui compiled to 937144 bytes of code
ui loaded in 1977664 bytes on the hunk
********************
ERROR: program tried to execute code outside VM
********************
recursive error after: program tried to execute code outside VM

The precompiled binaries from the wop-1.6.0-full.zip file don't have this problem, they run fine.
I searched on google, and found the same problem, but I just couldn't find the solution. Can you please help me?

UI: player menu not showing PNG skin icons

The player menu still does not accept PNG skin icons, only TGA images. This is not about the big round buttons, which are arranged horizontally, but about the vertical buttons for skin selection, which are arranged on the right side of the screen. This description should make the issue #71 a bit more concrete. I think a hardcoded TGA suffix might cause the problem here.

See screenshot: the first icon (icon_default) is a TGA image and all other icons below are formatted as PNG images and are not displayed. The corresponding skins are not selectable either. When all icons are TGA files, everything is back to normal and all skins are selectable.

shot0000

DMCA proofing

I don't know if y'all heard about the DMCA desaster that happened on Twitch by the end of last year, where countless streamers got DMCA strikes for music and sounds in games (for bird sounds and sirens, among other things). Twitch then advised to simply turn off music and sound to avoid strikes (yes, for serious), which is what streamers still do unless they're 100% sure the game they're playing is DMCA proof.
What I'm saying is that in case WoP gains traction again and might get streamed on twitch, DMCA strikes caused by WoP should be avoided by all means and that for the next release, whatever that may be. (btw. nobody cares about those 3 textures from questionable sources...)

Bonus: Twitch avoiding DMCA strikes on their own channel...

(this issue may be transferred to the proper repository for the game assets, once that's ready)

Project specific documentation

It seems that there should be a project-specific README.md or something that gets people started on the right path instead of the default ioq3 readmes...

Originally posted by @rcampbel3 in #4 (comment)

Some things that should be changed from the top of my head:

  • README.md
  • CONTRIBUTING.md
  • COPYING.txt or similar needs to mention proprietary license of World of PADMAN assets (*.pk3 etc.)
  • SECURITY.md needs a @worldofpadman.net or @padworld-entertainment.com email address etc.
  • autoupdater-readme.txt is unused so far

Support of individual sounds for player model skins

WoP should support an individual taunt sound sample for a player model skin, i.e. StonePad could have a different taunt sound than PADMAN. It could be implemented in the same way as the individual head models for player skins. If no individual sound file of a skin is available, the default sound file of the model should be used, i.e. PADMAN instead of StonePad. Eventually we could extend this to all model sound files. Suggestion for naming scheme:

Padman (model) StonePad (skin)
death1 death1_stonepad
death2 death2_stonepad
death3 death3_stonepad
drown drown_stonepad
fall1 fall1_stonepad
falling1 falling1_stonepad
gasp gasp_stonepad
hehe1 hehe1_stonepad
hehe2 hehe2_stonepad
jump1 jump1_stonepad
pain100_1 pain100_1_stonepad
pain25_1 pain25_1_stonepad
pain50_1 pain50_1_stonepad
pain75_1 pain75_1_stonepad
taunt taunt_stonepad

Create main repository as issue tracker

Distinction is easy: engine means engine, which is what upstream reflects. To avoid any licensing issues and creating further mess, we can keep anything related to building the full game (such as assets/scripts, that are currently kept in /misc) and its related issues separate. It's only logical to me:

  • worldofpadman (full game releases and related assets, building of the aforementioned, may require propriarity license)
    • wop-engine or whatever you want to call it (the ioq3 fork, GPL [for those who try to misinterpret me: CODE])
    • wop-data (the game assets, may require propriarity or a CC license)
    • wop-mapeditor-support (unrelated to the game, but may be included in the full game releases)
    • etc.

Either way, this may require its own issue then.

Originally posted by @codemasher in #14 (comment)

HUD: Higher resolution for item logos

The HUD should be equipped with higher resolution textures for items like weapons, ammo, powerup, hint, medal icons (256px instead of 64px). This work is mainly done and will be implemented after WoP v1.6.1 release. New textures will have new file names to structure the icons in a better way, so some code and shader changes will be required, but are limited to file paths only.

How to start the game

HI dear author,
It's truly a honor to write a letter to you, I'm build your project nowadays and found the error when building as following, I wonder if there is a chance that you know the reason? :)

image

thank you
best regards to you
William

UI: Voice chat icon is visible through walls

The voice chat icon is always visible through walls so the chatting player's position can be spotted at any time which is not wanted. I figured out that there is simply a shader missing to hide the icon behind walls in the world.

License of WoP XTRAS and other assets

525473dd6c9aed3cb19a6039a983f29484947241 and e1b287622feefda40ed143dae43ab1d5668c576d by @codemasher added files in

  • /misc/wop-base/
  • /misc/wop-xtras/
  • /misc/

What is the license of those files?
Right now one could assume it's GPLv2+ due to /COPYING.txt. If that's not the case, those files/directories need a license header/file added to them or even be moved to another repo.
Also relevant is https://docs.github.com/en/github/creating-cloning-and-archiving-repositories/licensing-a-repository

You're under no obligation to choose a license. However, without a license, the default copyright laws apply, meaning that you retain all rights to your source code and no one may reproduce, distribute, or create derivative works from your work.

Note: If you publish your source code in a public repository on GitHub, according to the Terms of Service, other users of GitHub have the right to view and fork your repository.

Kinda related

Building fails on openSUSE due to missing CLIENT_LIBS += -ltheora

Added from the old bug tracker and affects WoP 1.6. Please check if this is still relevant, otherwise close.

Building fails on openSUSE due to missing CLIENT_LIBS += -ltheora. Check worldofpadman-1.6_svn2178-src/Makefile
Build worldofpadman on openSUSE from the sources, worldofpadman-1.6-src.zip. I've attached a patch. I don't know if this the preferred way to fix this. This link option was assigned to CLIENT_LDFLAGS (which isn't used I think) in stead of CLIENT_LIBS

worldofpadman-makefile.txt
~worldcitizen 2012-05-28 22:21

Your observation is correct; -ltheora should be added to CLIENT_LIBS, not CLIENT_LDFLAGS. USE_CODEC_THEORA is actually broken in several places in the Makefile. I won't mark this bug as solved right now, so I don't forget to update/fix/merge the Makefile with the planned merge of ioquake3/trunk as well.
~brain 2012-05-29 21:49

Maps: New path options in CybJourney

For better gameplay and to avoid the massive killing and blocking in the single middle passage between the train parts, new path options must be added into the map CybJourney.

UI: No possibility to enter a password

Somehow there is no possibility to enter the password after specifying and connecting to a password protected server. The dialogue is simply missing or does not occur in v1.6, but worked in v1.5 without problems. There was a major change by shifting 'create' to the main menu screen and removing 'single' which might be connected. The only possibility right now is to enter the password directly with the connect command in the game console.

Sounds: WoP has no gurp sounds

WoP 1.6 has no 'gurp' sounds, so the code change here will cause errors when released. I would suggest this maybe to be added with WoP v1.7 and responding sound samples and to be reverted for now.

No automatic map change possible in Tournament

Added from the old bug tracker and affects WoP 1.6. Please check if this is still relevant.

It would be great if there would be a possibility to create a map rotation. Whether by pointlimit or timelimit would not really matter, because 1. you can never make sure that everyone has played anyway (not with FFA and consorts either) and 2. it would definitely be an improvement to the current situation. ~Hectic

UI: server browser shows wrong player count

Just some feedback on the server browser. I've tried this on all 3 PC's i have WoP on. This server currently says it has 7 players
when it has 9 was 6 before i joined, then I found out that there was 8 on - (9 in total with me included) only seems to be PadWorld server with this issue. ~Ben the PadKing

Same problem here. It said 8 players on while 10 players were on the server actually. ~Adri{HUN}
unknown

You are right, Monster Browser says 8 humans, WoP ingame server list says 6 humans right now. ~Kai-Li

Maybe some calculations are off in regards to sv_privateClients or g_maxGameClients. One can reserve slots for admins and players. ~brain

UI: Widescreen intro movie

To support the widescreen UI (#39) the WoP intro movie should also have the corresponding aspect ration. doomdragon needs to provide a new ogm file (if possible), Mel O'Dee want to support with original 44kHz sound track sample.

Code: Get rid of file suffixes in the code

There are still extensions like TGA and WAV in the hardcoded paths to textures and soudfiles, which cause files in OGG and PNG format not to be included automatically, for example player icons in the menu. Now I did not want to do this myself, because I do not know if this can also break something if you do it globally. I would have liked to implement this already now in v1.6.1, because then in the meantime e.g. player models can be released as addon for WoP from the community, which already contain PNGs and then remain also compatible for WoP v1.7, provided that we do not make further fundamental path adjustments with the player models.

3D Crosshair for 3rd-Person mode

While digging through the source i found some bits related to this enhancement, but don't seem to be fully implemented. It'd be great if we could offer fully working 3D/3rd-person aiming to make the game more controller/console friendly (imagine American McGee's Alice).

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