ace

joined 2 years ago
[–] [email protected] 12 points 9 months ago

GitLab has been working on support for ActivityPub/ForgeFed federation as well, currently only implemented for releases though.

[–] [email protected] 12 points 9 months ago (1 children)

Mercurial does have a few things going for it, though for most use-cases it's behind Git in almost all metrics.

I really do like the fact that it keeps a commit number counter, it's a lot easier to know if "commit 405572" is newer than "commit 405488" after all, instead of Git's "commit ea43f56" vs "commit ab446f1". (Though Git does have the describe format, which helps somewhat in this regard. E.g. "0.95b-4204-g1e97859fb" being the 4204th commit after tag 0.95b)

[–] [email protected] 4 points 9 months ago

I've bought a couple of lewd games, sponsored development of another few, but generally their development pace tends to be absolutely glacial.

Either that, or it's turned out to just be a token "game" to try and sell a gallery of - oftentimes average quality - artwork.
Really not a fan of when people do that. If I want to buy an artwork gallery, then let me buy an artwork gallery. If I want a game, then I actually do want a game.

[–] [email protected] 2 points 9 months ago (1 children)

I assume both the $20 and $25 prices were during alpha/early access. Was thinking entirely of release pricing.

[–] [email protected] 1 points 9 months ago

Completely blanked on early access pricing, so yes, if you bought it before release then it was likely cheaper still.

[–] [email protected] 1 points 9 months ago

That is true, I didn't even think of early access.

[–] [email protected] 4 points 9 months ago (7 children)

It's reasonably easy to guess exactly what you paid for the game, since the only change in price since launch was a $5 bump in January last year. It's never been on sale.

[–] [email protected] 3 points 9 months ago

It releases while I'm on the way back home from a trip to Manchester, might have to bring my Deck so I can play on the flight/train.

[–] [email protected] 4 points 9 months ago* (last edited 9 months ago)

Well, Flatpak always builds the aliases, so as long as the <installation>/exports/bin folder is in $PATH there's no need to symlink.

If you're talking specifically about having symlinks with some arbitrary name that you prefer, then that's something you'll have to do yourself, the Flatpak applications only provide their canonical name after all.
You could probably do something like that with inotify and a simple script though, just point it at the exports/bin folders for the installations that you care about, and set up your own mapping between canonical names and whatever names you prefer.

[–] [email protected] 3 points 9 months ago

In regards to sandboxing, it only gets as far in the way as you ask it to. For applications that you're not planning on putting on FlatHub anyway you can be just as open as you want to be, i.e. just adding / - or host as it's called - as read-write to the app. (OpenMW still does that as we had some issues with the data extraction for original Morrowind install media)

If you do want to sandbox though, users are able to poke just as many holes as they want - or add their own restrictions atop whatever sandboxing you set up for the application. Flatpak itself has the flatpak override tool for this, or there's graphical UIs like flatseal and the KDE control center module..

[–] [email protected] 3 points 9 months ago (2 children)

Well, if you have any form of build script, makefile, or CI, then you can easily shove that into a flatpak-builder manifest and push the build repo anywhere you want. The default OSTree repository format can be served from any old webserver or S3 bucket after all.

I've done this for personal projects many times, since it's a ridiculously easy way to get scalable distribution and automatic updates in place.

[–] [email protected] 6 points 9 months ago (1 children)

The majority of AppImages I've seen have been dynamically linked, yes. But it's also used for packaging assets.

 

The quality of life just keeps on coming.

 

The QoL work keep on coming, really feels like it's going to become a whole new game once they get the expansion ready for release.

 

It's really nice to see how they continue to cater to player quality of life, lots of great improvements both for new and returning players here.

 

Some more general improvements to trains, the upcoming patch (and DLC) just continue to collect quality of life improvements it seems.

 
 
 

The quality of life just keeps on coming, proper flipping is great, and core support for setting recipes through circuits is great - I've used mods to do just that many times before.

 

And the Factorio devs just continue to add more quality of life and interest to the game mechanics.

Native stacking of items is a great idea for larger bases, and also something I see mods getting a lot of use from. (Always been a fan of the stacking beltboxes mod)

576
Not the couch! (lemmy.ananace.dev)
 
 

And even more general improvements happening.

Amusingly enough, I've also written my own command-line Factorio mod manager for similar reasons, though I never really shared mine.

113
Trebuchet. (lemmy.ananace.dev)
 

Trebuchet.

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