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katie! <3

@katie.cat
44 followers 25 following 25 posts

she/her; moderately whimsical developer, game modder, terrible reverse engineer github.com/katietheqt

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katie! <3 @katie.cat · 22/08/2026
I don't see how `transmute` would be any different here? a transmute is required anyway because the elided source type is a function pointer which can't be cast otherwise
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katie! <3 @katie.cat · 21/08/2026
(the reason she's doing this is because Godot 4.1 changed the first parameter of this initializer from a struct to a function pointer, and the first field of the struct is the major version, which should always be `4`)
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katie! <3 @katie.cat · 21/08/2026
This is undefined behaviour most likely but it doesn't really matter - in practice this will be fine in the case that this happens in, and if it isn't then Oh Well, this code is not too important
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Jasper @jasperblasters.bsky.social · 18/08/2026
Day 227: this puzzle seems weird
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katie! <3 @katie.cat · 12/08/2026
Totally, but nobody strongly fought back against his incorrect opinion either - he isn't a single person who decides whether something is or isn't merged, the PR author chose to stop working on it.
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katie! <3 @katie.cat · 12/08/2026
It's easy to hate on Godot because it does have issues but it's important to remember that it's a massive open source project - the opinion of this one person doesn't reflect the opinion of everyone working on the engine. There's a lot of issue/PR traffic and it's impossible to keep up with it all.
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jenny tightpants @jtp.bsky.social · 30/07/2026
we all got that one homie who's Processing Vulkan shaders
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Inspirational Horses @inspirationlahorse.bsky.social · 24/07/2026
#horse
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katie! <3 @katie.cat · 24/07/2026
Yeah - if Godot plans to implement GDScript sandboxing then potentially, but currently we would need to sandbox it ourselves somehow which seems extremely challenging. We could sandbox patchers but there would be no real benefit, since you could just add a malicious autoload anyway
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NotNite @notnite.com · 24/07/2026
presenting what I've been working on with @katie.cat for the last ~year: GDPatch, a versatile Godot mod loader! we've built a mod loader for all Godot 4.x games with a focus on script patching and runtime hooking docs: gdpatch.dev code: github.com/GDPatch/GDPa... blog: notnite.com/blog/gdpatch
notnite.com
GDPatch: a versatile Godot mod loader
It only took 15 months for me to write another interesting blog post!
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katie! <3 @katie.cat · 05/12/2024
👀 interesting, I've only got experience with CUDA personally
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katie! <3 @katie.cat · 05/12/2024
hi slonk :3
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katie! <3 @katie.cat · 05/12/2024
yeah, probably - i was just far too lazy to write gpu compat for this lol since people seem somewhat interested i might look into it
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katie! <3 @katie.cat · 05/12/2024
k^-1 can be whatever you want (**this is really insecure but privkey = 1 anyway so**), I opted for successive powers of two and just shifted left repeatedly
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katie! <3 @katie.cat · 05/12/2024
someone got >40M DIDs/s using a good CPU
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katie! <3 @katie.cat · 05/12/2024
shameless plug for this tool I wrote: github.com/katietheqt/v... it avoids the ECDSA issue by using privkey 1 which skips the expensive curve point multiplication - the *vast* majority of time is spent in SHA256 computation
github.com
GitHub - katietheqt/vanity-did-plc: an efficient tool to crack vanity `did:plc` DIDs
an efficient tool to crack vanity `did:plc` DIDs. Contribute to katietheqt/vanity-did-plc development by creating an account on GitHub.
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katie! <3 @katie.cat · 05/12/2024
the bottleneck is actually sha256 computation :3
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
ad
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
:3
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 05/12/2024
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katie! <3 @katie.cat · 04/12/2024
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