Event JSON
{
"id": "1958115da9a4465834060580a3d889096e2fdeb0f0f3faf3967eedda158833bc",
"pubkey": "7e360d89f0398dc9532867b0e8c31d2b310e89baedceee84a20adb24e864d69d",
"created_at": 1739038919,
"kind": 1,
"tags": [
[
"p",
"eb948c004f28b5f051d45dc58eb65021e7e80e07de056442b8a0d92211372ea7",
"wss://relay.mostr.pub"
],
[
"p",
"f822ae7b5d60ed7d9560dc9ee3b50a2b67fa795ca7ee99d6d7695c18b5a102e9",
"wss://relay.mostr.pub"
],
[
"e",
"41cc744de2672324cf81a9ae09b7fa79b61f9b4432c295eb167cc838eeb1e709",
"wss://relay.mostr.pub",
"reply"
],
[
"proxy",
"https://mastodon.social/users/victorseven/statuses/113969654604310132",
"activitypub"
]
],
"content": "nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqaw2gcqz09z6lq5w5thzcadjsy8n7srs8mczkgs4c5rvjyyfh96ns5sk0gr honest question, isn't this just because other languages have both double and float types and 1.0 defaults as double? So 1.0 is double precision and 1.0f is single precision. In Godot, the floating point algebra is a bit more messy but long story short there's no need to differentiate between both cases.",
"sig": "edde98eebc84ad96f67ba6c1408de054949bab99e8f3d8b527794e9beba7e108be692e85e1afb570b9fca2b7fabd19b35f621c68d12e57b68afc81939d784417"
}