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| Mobile - Fortress Saga codes September 2023 |
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Posted by: xSicKxBot - 09-06-2023, 12:15 PM - Forum: New Game Releases
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Mobile - Fortress Saga codes September 2023
If you’re looking to get ahead in the newest AFK adventure, you’ve come to the right place. Our list of Fortress Saga codes will help you build your fortress and protect your people much faster by getting you a bunch of free gems and other rewards.
Fortress Saga isn’t the only mobile game out there giving away freebies through codes. We’ve got plenty of guides to help you bag the best loot in all of your favorite games, like our Genshin Impact codes, Honkai Star Rail codes, AFK Arena codes, Farlight 84 codes, and Black Clover M codes.
Fortress Saga codes
Active codes:
- THXSSO – 20 canon and repair cat tickets (new!)
- FSGRANDOPEN – 1k gems (new!)
Expired codes:
There are currently no expired Fortress Saga codes.
What are Fortress Saga codes?
Fortress Saga codes are coupons that the developer Cook Apps gives out to celebrate milestones in the game’s journey. You can redeem them for cool rewards like free gems and canon tickets.
How do I redeem Fortress Saga codes?
Redeeming Fortress Saga codes is super easy. All you need to do is:
- Open Fortress Saga
- Open the menu
- Click Settings
- Tap Enter Coupon
- Enter your username and one of the codes from above and click redeem
- Enjoy your freebies!
You can also redeem your codes directly online on this website.
That’s the end of our Fortress Saga codes list. If you’re looking for more mobile game freebies, check out our Coin Master free spins, Solitaire Grand Harvest free coins, and Dice Dreams free rolls.
https://www.sickgaming.net/blog/2023/08/...mber-2023/
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| Azure Static Web Apps with .NET and Blazor |
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Posted by: xSicKxBot - 09-06-2023, 12:15 PM - Forum: C#, Visual Basic, & .Net Frameworks
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Azure Static Web Apps with .NET and Blazor

Aaron
Azure Static Web Apps is a service that automatically builds and deploys full stack web apps from a GitHub repository. Azure Static Web Apps consist of a static web frontend, and an Azure Functions based backend. When you create a Static Web Apps resource, Azure sets up a GitHub Actions workflow in the app’s source code repository that monitors a branch of your choice. Every time you push commits to the watched branch, the GitHub Action automatically builds and deploys your app and its API.
As of today, Azure Static Web Apps now has first-class support for Blazor WebAssembly and .NET Functions in preview, available in all supported regions. This was one of the top user requests since Static Web Apps was announced at Build. You can develop and deploy a frontend and a serverless API written entirely in .NET.
Let’s give it a try!
Getting Started
To help you get started, we’ve created a GitHub repository template, which you can use as a starting point for your own projects.
In GitHub, click on the Use this template button to create a new GitHub repository using the template, providing it a name of your choosing (we’ll use my-blazor-app here) and click Create repository from template.
There are three folders in the template:
- Client: The Blazor WebAssembly sample application
- API: A C# Azure Functions API, which the Blazor application will call
- Shared: A C# class library with a shared data model between the Blazor and Functions application
To run the app locally, start both the API and Client projects. The “Fetch data” page in the Blazor app requests weather forecast data form the backend Function API and display it on the page.
To run the app from the command-line, you’ll need to install the Azure Functions Core Tools for your platform of choice.
Deploying to Static Web Apps
To deploy this app as an Azure Static Web App, log into your Azure account (sign up for a free one here) and search for Static Web Apps.

Click Create, provide a Subscription, Resource Group and name for the application.
Next, sign into GitHub and locate your GitHub repo (my-blazor-app) and select the branch you wish to deploy.
Finally, select Blazor from the Build Presets, which will populate the App location, API location and App artifact location with Client, API and wwwroot. The first and second values are the path within the Git repository to where the project files for the Blazor and Functions app resides, so if you’ve modified the structure of the Git repository, make sure these values are updated to reflect. The third value is the output path that Blazor will compile into and doesn’t need updating.

Complete the wizard and Static Web Apps will create the GitHub Actions workflow file for you and deploy your application to Azure.

Summary
We started by forking a GitHub repository (but you could’ve also used a project created in Visual Studio/Visual Studio Code/etc.), created a Static Web App in Azure, and it setup a GitHub Actions workflow for us, automatically building and deploying our Blazor and Functions application. We’ve now got a statically hosted application with a serverless backend, ready to scale for our demands.
Additional Resources
To learn more about Blazor WebAssembly and .NET Functions on Static Web Apps, check out the quickstart docs, the Microsoft Learn module, as well as the comprehensive Static Web Apps docs.
Give Feedback
We’re excited to have Blazor WebAssembly and .NET Functions supported by Azure Static Web Apps, and can’t wait to see what you build with them. Let us know what you think by filing an issue on GitHub.
https://www.sickgaming.net/blog/2020/09/...nd-blazor/
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| Microsoft - With next-generation AI and new cloud solutions, we have a real opportun |
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Posted by: xSicKxBot - 09-06-2023, 12:15 PM - Forum: Windows
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Microsoft - With next-generation AI and new cloud solutions, we have a real opportun

Frontline workers represent the face of organizations and make up the lion’s share of the workforce. But new Work Trend Index data reveals that 1 in 2 frontline workers cite being burned out in their jobs. Investing in technology that supports the frontline is key. Notably, 65% of frontline workers are optimistic that AI will help them in their jobs.
We are excited to highlight new Microsoft solutions and investments in next-generation AI for the frontline workforce across nearly every business. Frontline managers and workers can optimize their time from work order creation to schedule management with Copilot in Dynamics 365 Field Service and the new Shifts plug-in for Microsoft 365 Copilot. In Viva Connections, frontline workers can stay up-to-date on internal communications. And with shared device mode for Intune, VMware and SOTI, employees can simplify the sign-in experience securely.
Today’s announcements not only reduce administrative burden and time on spent on manual tasks, but also enable frontline workers to focus on end customer experiences and receive an overall improved employee experience. Learn more here: https://lnkd.in/e9Ash_82
https://www.sickgaming.net/blog/2023/08/...the-world/
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| Teaching People to Share Technology: Adafruit Founder Limor Fried |
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Posted by: xSicKxBot - 09-06-2023, 12:15 PM - Forum: Linux, FreeBSD, and Unix types
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Teaching People to Share Technology: Adafruit Founder Limor Fried

This story is based on our interview with Adafruit founder Limor Fried
When Adafruit founder Limor Fried was studying electrical engineering and computer science at MIT, she realized she was less interested in the electrical engineering part.
“What I really liked to do was build stuff,” she said.
Instead of working on her homework or thesis, Fried spent her time designing hardware projects in her dorm. She built an MP3 player way before Apple made iPods popular.
“With electronics, you could build anything from an MP3 player to a GPS tracker,” she said.
Fried started building different gadgets, including LED light toys for the annual Burning Man creative festival. She published these projects on her website at MIT, including the CAD schematics, firmware and instructions on how to build them.
“It was kind of open source hardware, but at the time it wasn’t a thing yet. People would say, ‘Oh, no, you just published everything and gave it away,’” she recalled.
She started getting queries from around the world from people interested in building the devices she posted about, but they were having trouble sourcing the components.
“They needed actual hardware that I used in my projects. It was really difficult to get different components from different places,” Fried said. “You would have to order PCB [printed circuit board] from one place, resistors and chips from another place. It was really complicated for most people.”
Soon she started getting emails asking if she could sell a whole kit. Initially, she wasn’t interested, but she relented and began a small side business.
“I started selling a couple of kits, which I would ship from the local post office,” Fried said.
That small business eventually became her full-time job: Adafruit. In the last 13 years, the venture has grown from a few kits to over 4,000 products.
Adafruit offers what it calls “open source hardware,” designing and manufacturing innovative yet affordable electronics products, components, tools and accessories. When this hardware gets into the hands of creative people, they build some incredible things with it.
What Fried loves about hardware is that you can actually touch it, pick it up and show it off.
“You can take it out and wear it at Burning Man or cosplay conventions,” she said.
In addition to being fun and creative, Adafruit’s hardware also helps people. In the last couple of years, Adafruit has been working on assistive technologies, developing adaptive and rehabilitative devices to assist people with disabilities.
“It changes their lives,” Fried said.
These types of devices are a great option for people because you can do only so much with proprietary technologies. Off-the-shelf devices are difficult to customize, and hiring someone to build just what you need could be very expensive and out of reach for most people.
“Open source hardware is a perfect middle ground. It’s inexpensive and allows you to customize the way you need it,” Fried said. “The code is there. Instructions are there. Anyone can do it. Since it’s open source, people can iterate, tweak, fine-tune to their needs. We are seeing a lot of interest in open source hardware for assistive technologies.”
Adafruit’s hardware is working for everyone from creative hobbyists to people interested in building things for their smartphones to developers inventing products for the next industrial revolution. Adafruit also worked with computer game company Nvidia to help build its Jetson Nano Developer Kit, which lets users run multiple neural networks for artificial intelligence, machine learning and edge computing.
Adafruit also sends its kits to schools to facilitate STEM programs, as kids tend to respond well to learning with physical objects. A project that started as just a fun activity for Fried now has a real purpose.
“I think the mission is to teach people to share technology and show people how much fun and exciting and creative it can be,” she said.
https://www.sickgaming.net/blog/2019/08/...mor-fried/
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| Fedora - Contribute during the DNF5, GNOME 45, and i18n test days |
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Posted by: xSicKxBot - 09-06-2023, 12:15 PM - Forum: Linux, FreeBSD, and Unix types
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Fedora - Contribute during the DNF5, GNOME 45, and i18n test days
Fedora test days are events where anyone can help make sure changes in Fedora Linux work well in an upcoming release. Fedora community members often participate, and the public is welcome at these events. If you’ve never contributed to Fedora Linux before, this is a perfect way to get started.
There are four test periods in the upcoming weeks:
- Friday 11 August through Thursday 17 August , is to test DNF5.
- Monday 14 August through Sunday 20 August, two test day periods focusing on testing GNOME Desktop and Core Apps.
- Tuesday 5 September through Monday 11 September, is to test i18n.
Come and test with us to make the upcoming Fedora Linux 39 release even better. Read more below about how to do it.
DNF5
Since the brand new dnf5 package has landed in rawhide, we would like to organize a test week to get some initial feedback on it before it becomes the default. We will be testing DNF5 to iron out any rough edges.
The test week will be Friday 11 August through Thursday 17 August. The test week page is available here .
GNOME 45 test week
GNOME 45 has landed and will be part of the change for Fedora Linux 39. Since GNOME is the default desktop environment for Fedora Workstation, and thus for many Fedora users, this interface and environment merits a lot of testing. The Workstation Working Group and Fedora Quality team have decided to split the test week into two parts:
Monday 14 August through Thursday 17 August, we will be testing GNOME Desktop and Core Apps. You can find the test day page here.
Friday 18 August through Sunday 20 August, the focus will be to test GNOME Apps in general. This will be shipped by default. The test day page is here.
i18n test week
The i18n test week focuses on testing internationalization features in Fedora Linux.
The test week is Tuesday 5 September through Monday 11 September. The test week page is available here.
How do test days work?
A test day is an event where anyone can help make sure changes in Fedora Linux work well in an upcoming release. Fedora community members often participate, and the public is welcome at these events. If you’ve never contributed before, this is a perfect way to get started.
To contribute, you only need to be able to download test materials (which include some large files) and then read and follow directions step by step.
Detailed information about all the test days is available on the wiki pages mentioned above. If you’re available on or around the days of the events, please do some testing and report your results. All the test day pages receive some final touches which complete about 24 hrs before the test day begins. We urge you to be patient about resources that are, in most cases, uploaded hours before the test day starts.
Come and test with us to make the upcoming Fedora Linux 39 even better.
https://www.sickgaming.net/blog/2023/08/...test-days/
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News - Minecraft Preview 1.19.80.20 |
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Posted by: xSicKxBot - 09-06-2023, 12:15 PM - Forum: Minecraft
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News - Minecraft Preview 1.19.80.20

Minecraft Preview is available on Xbox, Windows 10/11, and iOS devices. BETA is available on Android devices. Android users will need to wait until early next week to receive the BETA update due to unavoidable circumstances.
Experimental Features
Cherry Grove
- Introducing the Cherry Grove biome, with pretty Cherry Blossom trees. You can find it in the mountains, like Meadows
- It has a new flower, Pink Petals, as ground cover, which can be crafted into Pink Dye
- Pigs, Rabbits, Sheep, and Bees spawn there
- Comes with a new wood set for the Cherry Blossom trees
Decorated Pot
- Tweaked the Decorated Pot neck based on feedback (MCPE-167168)
- With the former pot, we decided that the pot’s neck would clip with blocks so it would be extra flexible to build with. However, we’ve had some Z-fighting issues which means that 2 objects are in the same exact position and this causes flickering. With this new block model, we prevent that and the pot looks a little bit more complex!
- Decorated Pot no longer provides support for blocks wanting to attach to its side faces (MCPE-167165)
- Decorated Pot is not stackable in Inventory (MCPE-167223)
- The base recipe for the Decorated Pot now shows up in the Survival recipe book
- Decorated Pot particle is now based on the default Decorated Pot side texture
- Updated archer Pottery Shard texture
Brush
- Changed the Brush recipe to use a Feather, Copper Ingot, and Stick (MCPE-167619)
- Breaking animations now work when holding a Brush in third person view (MCPE-167183)
- Added a slight cooldown for particles and sounds when using the Brush item
Suspicious Sand
- Suspicious Sand is no longer waterloggable (MCPE-167222)
- Suspicious Sand now connects to Fence blocks
- Suspicious Sand now turns into regular Sand after it’s been destroyed with a Brush (MCPE-167166)
- Suspicious Sand now emits particles when broken by Pistons
- Fixed an issue that caused the item inside Suspicious Sand to flicker while brushing (MCPE-167180)
- Additionally, blocks that were previously not emitting particles when destroyed by pistons now do! (MCPE-109293, MCPE-126257)
Camel
- Camels now stop dashing when entering a rideable entity (MCPE-164065)
1.5 Sneak
- The ability to sneak under 1.5 block gaps is now behind the Short Sneak toggle. Enable the toggle to continue to test out the feature while we continue polishing it
Features and Bug Fixes
Updated “You Died” experience Starting today, we’re rolling out some changes to the screen you see when you die in Minecraft. This design is available to everyone in Preview/Beta, except if you have add-ons applied. We’d love to hear what you think! Please share your feedback with us here.
To use the old screen instead, go to Settings -> Video, and turn off ‘New “You Died” Screen (Experimental)’.
Accessibility
- Text-to-speech no longer reads previously selected items after moving to a new one
- Text-to-speech no longer gets stuck on reading accessibility tab while the user switches between different tabs
- A glint strength slider that adjusts how transparent the visual glint is on enchanted items has been added to the Accessibility Settings
- A glint speed slider that adjusts how fast the visual glint shimmers across enchanted items has been added to the Accessibility Settings
Blocks
- Mangrove, Bamboo, and Polished Blackstone buttons are no longer visible on maps
- Flowers are once again displayed immediately when placed inside a Flower Pot
Gameplay
- Fixed the player moving in the wrong direction after exiting a container screen while using a gamepad (MCPE-121565)
- Players can no longer sneak while flying (MCPE-166834)
- Fixed an issue where unnecessary black boxes appeared in VR while around partial blocks
- Fixed animation transition between swimming and walking (MCPE-166769)
- Fixed a bug where command blocks could cause actors within a level chunk to freeze (MCPE-162011)
- The health boost effect will no longer fully replenish the player’s health after the effect runs out (MCPE-165434)
General
- Fixed ambient cave sounds to no longer play when the player enters or loads into The End (MCPE-141493)
- Cooking Chorus Fruit in a Furnace will now generate experience (MCPE-68127)
- Nether Portals can now replace blocks other than just air when being generated. This includes blocks such as Grass and Snow layers (MCPE-162272)
- Light Blocks can no longer have their light levels changed in Survival or Adventure modes (MCPE-138868)
- Campfire sounds are now louder and more clear (MCPE-122296)
Graphical
- Fixed the issue where multiple light sources (such as torches) were incorrectly emitting white light in RTX (MCPE-166947)
- Boots do not z-fight anymore when worn by a Player
- The “leg” and “belt” parts of Leggings do not z-fight anymore when worn by the Player
- Capes no longer flash red when getting damaged (MCPE-105347)
- Fixed a visible gap in the Hopper model (MCPE-55122)
- Fixed alignment of the output slot of the Crafting Table (MCPE-143255)
- Halved the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings (MCPE-167814)
Stability and Performance
- Fixed a bug where invalid Banner Patterns were causing players in render distance to crash (MCPE-164478)
Touch Controls
- Fixed an issue where items could get stuck in the Crafting Table when using touch input
- If the player is underwater and Auto-Jump is enabled, they will rise as they approach a block that is 1 level higher than the current level. This also allows auto-jumping out of water onto land
User Interface
- Added a header and title for the inventory tab in the inventory screen while using Pocket UI
- Increased the spacing between headers in the settings screen to increase readability
- Touchpad scrolling now matches the operating system’s scroll direction
Vanilla Parity
- Renamed and enchanted weapons are now displayed in respawn and chat windows with color when a player is killed by an entity using it (MCPE-162679)
- Weighted Pressure Plates now produce the same sound as in Java Edition (MCPE-164912)
- Removed the character limit for scoreboard objective names and objective display names (MCPE-165064)
- Melons and Pumpkins can now grow onto Mud, Podzol, Rooted Dirt, and Muddy Mangrove Roots
- Nylium blocks are now grouped with Netherrack in the Creative inventory (MCPE-163587)
- Armor Stands now vanish with no sound effects when killed with the /kill command (MCPE-159136)
Mobs
- Mobs can now enter a Boat only if they are smaller than the Boat itself
- Villagers will now generate green particles when a successful trade is completed
- Mobs no longer play the player eat sound when fed breeding materials
- Slightly decreased Panda collision box to match Java Edition
- Slightly increased Polar Bear collision box to match Java Edition
- Turtles can now enter Boats and Boats with Chest (MCPE-65719)
- Hoglins, Polar Bears, and Spiders can no longer enter Boats and Boats with Chest (MCPE-161197)
Commands
- The /execute command will now display an appropriate error message when there is an error in the second or subsequent subcommand targetselector (MCPE-164304)
- Provide auto-complete support for block states
- Added two new overloads to the summon command :
- /summon [spawnPos : x y z] facing <position: x y z> [spawnEvent: string] [nametag: string]
- /summon [spawnPos : x y z] facing <lookAtEntity: target> [spawnEvent: string] [nametag: string]
- Fixed an issue where the paste button in the Command Block UI would remember extra presses from failed pastes (MCPE-163705)
Technical Updates
Bedrock Editor
The Editor is in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. It is an in-engine, multiblock editing experience focused on making it possible for creators of all skill sets to easily craft high-quality experiences in Bedrock! We’re working to add more capabilities, which will change significantly as we get feedback from creators like you.
- Learn how to use the Editor
- Join our Discussion forum, post bugs, view more detailed release notes, and share your creations on GitHub
- Tag us on social channels with #BedrockEditor
Game Events
- item_interact_finish game event now has a vibration frequency of 2 instead of 14
- item_interact_start is no longer considered a detectable vibration
- Reeling a fishing rod now emits projectile_shoot vibration
Data-Driven Components
- Added “lose_target” field to projectile data to specify if an entity should unselect its target after shooting the projectile
- Added a new Transformation component for blocks to support rotation, scaling, and translation. The component can be added to the whole block, and/or to individual block permutations. Eg.
“minecraft:transformation”: { “translation”: [0.0, 0.1, -0.1], “scale”: [0.5, 1, 1.5], “rotation”: [90, 180, 0] }
- Transformed geometries still have the same restrictions that non-transformed geometries have, eg. a maximum size of 30/16 units
Add-Ons and Script Engine
- Chance information types used in tree feature JSONs for some trunks and foliage now allow 0 as the chance (values like 0.0001 were allowed, but not 0)
Entity Filters
- Created new entity filter “is_raider” to determine if the subject is part of a raid
Blocks
- Deprecated minecraft:part_visibility block component.
- Added bone_visibility behavior to minecraft:geometry block component
Marketplace
- In the map WDW Magic Kingdom, the carts on the Big Thunder Mountain, Snow White and the Seven Dwarves, and Space Mountain rides now properly align with the invisible Minecart they are attached to
Servers
- Blocks can now optionally (via a setting in StartGamePacket) use a hashed value for their network IDs. This hashed value is independent of all other blocks and remains stable across future releases
User Interface
- Feedback button on the pause menu will now prompt the user with a modal before redirecting to the browser
Experimental Technical Features
API
- Updated versions to add new APIs to stable:
- Added version 1.1.0 of @minecraft/server
- Added version 1.2.0-beta of @minecraft/server
- Removed version 1.1.0-beta of @minecraft/server
- Moved the following to @minecraft/server stable (1.1.0)
- runTimeout
- runInterval
- clearRun
- currentTick
- Vector3
- BlockPermutation (only a subset of functionality)
- Block
- getBlock
- sendMessage
- sendMessage
- Minecraft runtime errors are now fired as JavaScript Error objects instead of strings
- Fixed several base class inheritance issues and added several new base classes to certain class types
- /reload works if a script pack references a client RP.
- Fixed a bug where the BeforeItemUseOnEvent function getBlockLocation would return undefined (MCPE-166945)
- The BeforeItemUseOnEvent class now inherits from ItemUseOnEvent
- Moved the following to @minecraft/serverstable (1.0)
- Fixed a bug where sendMessage would fail when the message contains Unicode quotation marks
- Signs
- Added setText to set the text on a sign with a regular string, a RawMessage, or a RawText
- Added getText to get the string on a sign, will return undefined if setText was called with a RawMessage or a RawText
- Added getRawText to get the RawText on a sign, will return undefined if setText was called with a string
- Added getTextDyeColor and setTextDyeColor to read/write the dye of the sign text
- Dyes
- sendMessage
- rawtext is now RawMessage[] instead of (string | RawMessage)[]
- RawMessage
- rawtext property on RawMessage is no longer (string | RawMessage)[] and is instead RawMessage[]
- RawText
- Added a RawText class for reading RawMessage like on Signs
- Riding
- Added getRiders to EntityRideableComponent which returns an array of all the entities currently riding this entity
- Added EntityRidingComponent– this component is only on entities that are currently riding on another entity
- Has an entityRidingOn property that returns the entity this entity is currently riding on
- Added function getEntity(id: string): Entity | undefined– Gets an entity. Returns undefined for entities that don’t exist or aren’t loaded
- Dimension
- getEntities
- Modified return type to Entity[]
- Modified parameter name getEntities to options
- New signature: getEntities(options?: EntityQueryOptions): Entity[]
- getPlayers
- Modified return type to Player[]
- Modified parameter name getPlayers to options
- New signature: getPlayers(options?: EntityQueryOptions): Player[];
- @minecraft/server-ui
- When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept RawMessage This affects the following classes:
- ActionFormData
- ModalFormData
- MessageFormData
- Added function getItemStack(amount?: number, withData?: boolean): ItemStack– Gets an item stack of the block. Returns undefined for blocks that don’t have a corresponding item (e.g. air)
- BlockPermutation
- Added function getItemStack(amount?: number): ItemStack– Creates an item stack of the block permutation. Returns undefined for blocks that don’t have a corresponding item (e.g. air)
- Removed data property
- BlockComponent
- Added read-only property block– Gets the block that the component is attached to
- Renamed IEntityComponent to EntityComponent
- Container
- Replaced classes
BlockInventoryComponentContainer, InventoryComponentContainer, and PlayerInventoryComponentContainer with Container
- function addItem now returns the remainder of the added item stack if the container is full, else undefined
- function transferItem no longer takes a destination slot and will now place the given item in the first available slot. The function now returns the remainder of the item stack if the container is full, else undefined
- Added function moveItem(fromSlot: number, toSlot: number, toContainer: Container): void– Moves an item from one container to another, replacing any item in the destination slot
- Function swapItems can now swap empty slots
- Removed function clearItem – Please use setItem(undefined) instead
https://www.sickgaming.net/blog/2023/03/...-19-80-20/
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| Activision News - Overwatch League™ Adds T-Mobile and Sour Patch Kids Brand to Gro |
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Posted by: xSicKxBot - 09-06-2023, 12:15 PM - Forum: Lounge
- No Replies
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Activision News - Overwatch League™ Adds T-Mobile and Sour Patch Kids Brand to Gro
 T-Mobile and SOUR PATCH KIDS candy join HP®, Intel®, and Toyota for brand-marketing efforts during the Overwatch League inaugural season
IRVINE, Calif.–(BUSINESS WIRE)– The first few weeks of regular-season Overwatch League play have been defined by budding rivalries and down-to-the-wire matches between the 12 teams of the first global professional city-based esports league. More than 10 million viewers worldwide tuned in during opening week, and the league announced its debut automotive partner, Toyota. Now, two new partners have signed on to support the Overwatch League in its inaugural season: the wireless provider T-Mobile and SOUR PATCH KIDS candy.
T-Mobile has signed a multi-year agreement to become the official wireless provider of the Overwatch League in the United States. As a part of the agreement, the Un-carrier will be the exclusive title sponsor of the Overwatch League Regular Season MVP and Finals MVP awards. Throughout the season, T-Mobile will give its customers and esports fans alike more of the sport they love, with exclusive perks, an insider’s look at the top MVP candidates, and more.
“The same way T-Mobile re-wrote the rules of wireless, the Overwatch League is doing for esports, so this partnership is a natural fit for us,” said Meredith Starkey, VP of events and sponsorships at T-Mobile. “We’re excited to bring the Un-carrier customer-first experience to esports fans by giving them a voice in voting to select the T-Mobile MVP award winners throughout the season.”
As a part of its sponsorship with the Overwatch League, SOUR PATCH KIDS brand—the country’s #1-selling sour candy—will bring fans content that will air during the Overwatch League season-one livestream. Fans on-site at Blizzard Arena Los Angeles also will be able to enjoy a branded experience, digital-board messaging, branded thundersticks to cheer on their favorite teams, and of course free SOUR PATCH KIDS candy at select matches.
“The SOUR PATCH KIDS brand is always connecting with our fans where they live and play, which is why we’ve been a part of gaming since 2011,” said Katie Williams, senior director of marketing, North America Confections. “Our sponsorship with the Overwatch League gives us an immersive opportunity to support this exciting evolution in esports and highlight gameplay moments for spectators in the arena and those streaming from home.”
“We couldn’t be happier to add iconic consumer brands like T-Mobile and SOUR PATCH KIDS candy to our growing roster of Overwatch League partners,” said Pete Vlastelica, president and CEO of Blizzard Entertainment’s MLG division. “The exclusive experiences, content, and access that both brands have committed to providing will make the Overwatch League fan and viewer experience that much more rewarding for our global audience.”
The Overwatch League is further supported by Toyota, HP®, and Intel®, with players competing on cutting-edge gaming hardware including HP’s OMEN gaming PCs, powered by the latest Intel® Core™ i7 processors.
About the Overwatch League™
The Overwatch League™ is the first major global professional esports league with city-based teams across Asia, Europe, and North America. Overwatch® was created by globally acclaimed publisher Blizzard Entertainment (a division of Activision Blizzard—Nasdaq: ATVI), whose iconic franchises have helped lay the foundations and push the boundaries of professional esports over the last 15 years. The latest addition to Blizzard’s stable of twenty-one #1 games,[1] Overwatch was built from the ground up for online competition, with memorable characters and fast-paced action designed for the most engaging gameplay and spectator experiences. To learn more about the Overwatch League, visit www.overwatchleague.com.
About Mondelēz International, Maker of SOUR PATCH KIDS Candy
Mondelēz International, Inc. (NASDAQ: MDLZ) is building the best snacking company in the world, with 2016 net revenues of approximately $26 billion. Creating more moments of joy in approximately 165 countries, Mondelēz International is a world leader in biscuits, chocolate, gum, candy and powdered beverages, featuring global Power Brands such as OREO cookies and belVita breakfast biscuits; Cadbury Dairy Milk and Milka chocolate; and Trident gum. Mondelēz International is a proud member of the Standard and Poor’s 500, NASDAQ 100 and Dow Jones Sustainability Index. Visit www.mondelezinternational.com or follow the company on Twitter at www.twitter.com/MDLZ.
SOUR PATCH KIDS candy launched in 1985 and has long been a favorite among teens and young adults. SOUR PATCH KIDS candy is known for its “SOUR THEN SWEET” taste. Today, SOUR PATCH KIDS candy is the #1 selling sour candy brand in the U.S. To learn more about SOUR PATCH KIDS candy, visit @SourPatchKids on Facebook, Twitter, and Instagram and @SourPatchSnaps on Snapchat.
© 2018 Blizzard Entertainment, Inc. OVERWATCH, OVERWATCH LEAGUE, BLIZZARD and BLIZZARD ENTERTAINMENT are trademarks of Blizzard Entertainment, Inc. MAJOR LEAGUE GAMING is a trademark of Major League Gaming Corp.
[1] Sales and/or downloads, based on internal company records and reports from key distribution partners
Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about the sponsorship arrangements for Overwatch esports, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.
Source: Overwatch League

View source version on businesswire.com: http://www.businesswire.com/news/home/20180126005147/en/
Overwatch League Mark Van Lommel, 949-955-1380 x61147 MVanLommel@overwatchleague.com or Hunter PR for SOUR PATCH KIDS brand Anna Ditchev, 212-679-6600 anna.ditchev@hunterpr.com
Source: Overwatch League
News Provided by Acquire Media
https://www.sickgaming.net/blog/2018/01/...er-roster/
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