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Komunitas feddit.de

What's your commit message style?

Driven through me as Lead Developer, we’ve adopted a Conventional Commits style using convco for conformance check and changelog/release note generating (customized template). feat(auth): Introduce configurable permissions (ticketref) (!MR) We’ve extended allowed/used types of fix and feat to include docs, test, refac, and misc. We explicitly decided against types like @CodeSupreme linked like style, perf, build, ci, chore, revert. Slim number of types has value. build, ci are scoped to misc(proj) or misc(ci). Reverts are of the original type or misc chores with impact - not a disconnected separate type - and indicated in the commit title. We develop in branches, and are free to be messy until we found and implemented a solution at which point we clean up commits to an intentional, documented changeset (using Git interactive rebase with squashing etc). We use a semi-linear history, so once a changeset is approved we rebase and merge with a merge commit - so we only have at most one merged parallel branch in the history tree. The generated changelog only considers merge commits - where the changeset is documented as a whole (same title and description as the merge/review request).

Komunitas piefed.social

What's a good website builder?

If you’re willing to spend a little time learning the editor and some general web hosting basics, you can get up and running fairly quickly with Wordpress. Just stick to the templates and don’t try to stretch the design too much, that’s where you’ll fall into a really deep rabbit hole. For tips on how to use it, whatever you do, don’t use traditional web search. It’s beyond bad for this topic. Use AI search. If it hallucinates on you, you’ll know. Just try again with a different prompt.

Komunitas lemmy.sdf.org

Google is already pushing WEI(DRM Webpage) into Chromium

Shamelessly stolen from the HN thread: Don’t just comment and complain, contact your antitrust authority today: US: https://www.ftc.gov/enforcement/report-antitrust-violation [email protected] EU: https://competition-policy.ec.europa.eu/antitrust/contact_en [email protected] UK: https://www.gov.uk/guidance/tell-the-cma-about-a-competition… [email protected] India: https://www.cci.gov.in/antitrust/ https://www.cci.gov.in/filing/atd Email template: I would like to bring your attention to Google’s recent proposal to add a feature to its Chrome (Chromium family) of browsers called Web Environment Integrity. This provides a mechanism to reinforce Google’s already dominant browser market position by creating a technological control that can be used to nullify a user’s choice of browser, device and operating system. This technology also has the potential for abuse by preventing users from using browser extensions that can enhance security by blocking unwanted and potentially malicious content, as well as browser extensions that help vulnerable users with enhanced accessibility needs, such as color blindness and visual impairment. Google’s dominant, near-monopoly position in the browser market already harms me as a consumer by reducing browser choices and preventing a competitive market for developing new browsers. Allowing Google to include this feature will reduce my browser choices and consolidate the browser market even further, and it is incumbent on [INSERT AUTHORITY HERE] to take action against this abusive behavior.

Komunitas lemmy.world

[Bug] Set innerText of containing element results in 2 copies of text

Hmm, it’s hard to say whether this should be expected behavior. I think messing with the innerHTML/innerText/textContent of a ‘templated’ HTML node is currently undefined/unspecified behavior unless someone has strong opinions that they can defend here. Are there use cases that you can point to, which point to a desirable behavior here? Or anything that points to clearly-wrong behavior? In any case, I’ve added it to https://perchance.org/known-bugs as something to think about

Komunitas feddit.nl

ich🤨iel

Hab auch gegrübelt, in welches meme-template es gut passen würde, aber mir fiel keines ein. Edit: Lachse. Oh Mist, überlesen! Ich krabbe das hecht nicht gesehen. Shrimp es mir bitte nicht übel.

Komunitas fedia.io

Starting at planning menus - Any advice?

I riff on basically the same thing all week. 1 meal is (at least mostly) a salad with whatever fresh is lying around + dressing + cheese My other daily meal is brown rice (genmai), some kind of sauce (usually like sriracha), cheese, and whatever veg + protein is handy/cheap. I sometimes replace the rice with potato (baked but occasionally mashed) or corn tortillas. If your body is nice enough not to hate you, tons of wheat options there. In the colder months, I might also throw in the odd batch of chili + cornbread (sub wheat flour for rice flour, but you probably don’t need to do this) or some other soup/stew. I think learning templates is much more important than recipes since you can just riff on them with whatever you have to hand that’s within the budget. Recipes are good for the more fiddly things or treats. Edit: I bulk buy and freeze chicken (sometimes whole but usually thighs), pork, seafood, fish, etc. and supplement with local seafood when seasonal and tofu. I also buy lots of frozen veggies in bulk which, in most places these days, are better in terms of flavor and nutrition than canned. I also grow what I can, but I realize that’s not going to be possible for everyone at significant amounts (though growing some greens and herbs is probably doable by almost anyone; I’ve also grown chilis in PET soda bottles in windows). Edit2: full disclosure: once a week we grab something take-out from the grocery, usually sushi since we love it and basically everything else runs afoul of my wheat issues.

Komunitas slrpnk.net

Inkscape Flatpak is looking for a maintainer!

You still have to give the exec permission to the appimage. True, but this only prevents against stuff executing itself. Mandatory access controls and sandboxes only protect the core system. Like installing packages with root. You put things there privileged, so you know what you run comes from a protected area. Running things from random directories (like ~/Applications which AppimagePool uses) destroys that. Suddenly you rely on an executable home dir, which means any regular software (including appimages which are nearly impossible to sandbox) can write to the area where your programs are. That concept is so broken that it needs to go. I am against flatpak install --user for that reason, because no program should come from an unprivileged directory. The issue especially is if it doesnt follow standards. ~/.local/bin is a standard, and with SELinux confined users you may be able to protect that directory. But random ones like ~/Applications that dont follow any standards, will not work. Maybe no context menu depending on what you mean exactly The “open with” and “create new” things. Actually, Flatpaks cannot create “create new” entries too. I am currently experimenting with these, as it sucks to not be able to “create new Libreoffice writer document”. And the xdg-templates directory doesnt do anything lol, you still need desktop entries. but the rest are fully possible and I do it on a regular basics The concept of an installer is that the app does that on its own. That is pretty bad and the kind of Windows crap we absolutely dont want. But on good operating systems, a privileged package manager does all that. Puts the stuff where it belongs. Flatpak for example links the desktop entry that the app itself contains in a sandboxed directory, to the export directory where the OS sees it. And some portal or whatever deals with the “standard apps” stuff, like that Okular Flatpak will be shown to support opening PDFs. If apps do this on their own that means a single app can mess up your entire system, also malicious. Appimage may have tools, I only tried AppimagePool for curiosity and the experience was pretty bad and incomplete. But the issue is that they were just thrown out there, “here devs, do the same shit you do on Windows, it is totally normal for people to double click an executable, not have any sandboxing, deal with updates on their own, dont have any cryptographic verification, …”. And only afterwards came the managers, the daemons, which cover a part of it. They (could) solve: being privileged, placing apps in not user-writable directories having access to integration locations, that apps should never touch downloading from defined, maintained locations (instead of letting people click on random internet malware ads) running in the background, notifying about updates centrally managing these updates verifying signatures before allowing updates doing the actual update process (instead of deleting a file and placing a new one) And they often dont even do that. There are no signatures, as devs were never told “either you add a signature, or people will not install your app”. So there is zero verification But they dont solve the core issues that are: devs were told they dont need to care about… creating metadata creating a real repository signing their apps using a standardized build system transparently declaring used dependencies (i.e. using a given set of them), thus deduplicating them going through a review process being affected when dependencies are end of life declaring opt-in permissions, so users know if the app is insecure (appimages are impossible to sandbox with bubblewrap, and hard with firejail (which is a setuid binary and had security issues), dont know about nsjail, crabjail, minijail or others) Flatpak is similar to Android. On Android you still have a package manager but the APKs are signed individually, updates just allowed if the signatures match. So you can sideload how you want, it is still secure. And using Obtainium, which is kind of like an AppimagePool, you can get all the apps from independend developers. But they were told they need to follow all these rules, Appimage developers can do whatever they want. Sorry that was long. I see you haven’t changed one bit. Regarding what? XD

Komunitas programming.dev

WooCommerce - weird behaviour and fix

If it’s one of those things to try to make it easier for the technically challenged but ends up making more advanced techniques difficult or impossible I’m not a fan. In my opinion, the issue in this post is an outlier (although a surprisingly bad one). My experience with blocks (or the “Gutenberg editor”) has only been in creating custom blocks, I can’t speak for using built-in blocks or blocks bundled in plugins. With this context in mind, I’ve really liked this new editor used in conjunction with the “Advanced Custom Fields” plugin. And you can still use those old page builders like Visual Composer/WP Bakery (which I hate) or create templates yourself for each page, this is just another tool. I haven’t dived into it enough yet to see what purpose it serves or problems it aims to solve. I know of a project which is a good example. Very large website, but most of their content is written by non-technical people (regarding the web). They have a small team which makes custom blocks and dictates how they are used by other people when posting new content. I think using blocks helped them to maintain and improve a cohesive design even with so many people editing the website and after considerable years. I wasn’t convinced that trying to take a more advanced product like WordPress and dumbing it down for non-technical use cases was the best idea In that regard I reckon this is a step in the right direction for the WordPress ecosystem (but again, my experience is limited).

Komunitas hexbear.net

Path of Exile 2 - The Third Edict trailer

The fundamental design ideas of POE 2 is bad. Making up weird rules like having no life nodes on the passive tree I think that one is a good design decision. If you play a life based build in POE2 you don’t have to waste half of your tree on life. That’s one of the most creativity-stifling parts of POE1: every class has like 2 or 3 templates for trees that you have to start with, sets of life nodes that you have to grab. Every life based build has a similar shape near its start (grab all the life nodes near your start) then there’s a few variations of which other life clusters you grab based on what direction you’re pathing to. In comparison, POE2 has a lot more freedom because you actually invest in stats that are specific to your build (unless you’re ES then you’re in the same situation as POE1). The main thing holding back POE2’s tree, IMO, was the way many nodes are pure pathing nodes that have no reason to exist except to make paths between parts of the tree longer; they’re adding a ton of new nodes this patch so that problem will be reduced. I agree with you regarding the 1 weapon type per skill restriction. It’s very creativity stifling, and it means unique weapons are very pigeonholed into specific builds since there are a limited number of skills that work with each one. That could also use being more like POE1.

Komunitas lemmy.world

Curious, I wanted to see if ChatGPT 5 could replace me—so I asked it to review Super Mario Bros.

You need to come up with the right prompt. Here’s my first attempt: Super Mario Bros. Review – The Platformer That Defined Gaming Platforms: NES, later ports to multiple platforms Developer: Nintendo Publisher: Nintendo Release Date: 1985 Reviewed on: NES Classic (also available on Switch Online) Score: ★★★★★ (10/10 – Essential) Introduction & Expanded Thesis When Super Mario Bros. launched in 1985, it didn’t just become Nintendo’s flagship title — it rewrote what video games could be. At a time when the industry was recovering from the 1983 crash, many games were simplistic, arcade-style experiences with little sense of progression. Super Mario Bros. stood out by offering an expansive, multi-level journey that combined mechanical precision, imaginative world-building, and an unprecedented sense of discovery. The thesis of this review is clear: Super Mario Bros. is not only one of the most important video games ever made, but also one that still exemplifies timeless design principles. Its controls, level design, and musical cues remain as effective today as they were revolutionary in the 80s. Where other titles from the era feel clunky or outdated, Super Mario Bros. continues to be both approachable for newcomers and challenging for experts — proof that its design fundamentals are enduring. Gameplay & Mechanics (Fundamented) Teaching Without Words: The game’s first level, World 1-1, is considered a masterclass in tutorial design. Players learn to avoid enemies, collect power-ups, and use pipes without a single text box. This is not accidental — Miyamoto designed the stage to introduce mechanics organically. Responsive Controls: Mario’s acceleration, deceleration, and jump arc are deliberate choices that give the game its iconic “feel.” Countless platformers since have tried to replicate this physics model, often unsuccessfully. Pacing and Variety: By gradually layering mechanics — moving platforms, underwater swimming, time-limited castle escapes — the game keeps players engaged across 32 stages without exhausting its ideas. This proves the point: Super Mario Bros. was not just fun, it set the template for the modern platformer. Story & World-Building (Fundamented) The story is simple: rescue the princess from Bowser. Yet the progression of environments (grasslands, underground, underwater, castles) creates a sense of a larger world, rare in 1985. The limited narrative forced players to project their imagination, which became part of its charm and cultural longevity. The villains, Goombas and Koopas, became instantly recognizable — proving Nintendo’s mastery of iconic character design. This demonstrates that even without complex storytelling, Super Mario Bros. communicated adventure and scale through its world-building. Graphics & Presentation (Fundamented) In 1985, most home console games were blocky or abstract. Super Mario Bros. introduced clear, readable sprites that defined character identity at a glance. The bright palettes and iconic tileset remain visually appealing — influencing the standard of readability-first design in platformers. Compared to Atari’s era, it looked like a generational leap — proof that presentation could immerse players just as much as mechanics. Thus, its graphics weren’t just aesthetic; they were a functional innovation that enabled smooth gameplay. Sound & Music (Fundamented) Koji Kondo’s compositions weren’t background filler: they were rhythmically tied to gameplay. For example, the overworld theme’s tempo complements Mario’s running speed. Distinct audio cues (coin, power-up, 1-Up) became part of the player’s learning feedback loop. The soundtrack’s memorability set a new standard — video game music could be as culturally iconic as film scores. This reinforces the thesis that Super Mario Bros. wasn’t only mechanically polished, but holistically designed — sound, visuals, and mechanics working in harmony. Performance & Technical Aspects (Fundamented) On NES hardware, Super Mario Bros. ran flawlessly, a crucial factor in gaining trust from players after the unstable crash years. The smooth scrolling of levels (rare at the time) created a sense of continuity instead of disjointed screens — a huge technical leap that influenced entire genres. This shows Nintendo wasn’t just innovating design, but also pushing technical boundaries. Multiplayer/Online (Fundamented) The two-player alternating mode may seem basic today, but it brought social play into the living room, setting a precedent for Nintendo’s future focus on shared experiences. Even here, the game was forward-thinking: it turned a single-player platformer into a family event. Overall Experience & Conclusion The combination of intuitive design, memorable presentation, and technical excellence explains why Super Mario Bros. became a blueprint for countless platformers — from Sonic the Hedgehog to Celeste. While many contemporaries have faded into obscurity, Mario’s debut remains playable and enjoyable because it was built on principles that transcend hardware generations: clear communication, rewarding mastery, and joyful creativity. Verdict / Score 10/10 – Essential Super Mario Bros. is more than an artifact; it’s a design textbook still relevant today. It saved the industry, popularized a genre, and proved video games could be artful systems, not just diversions. Its influence is immeasurable, but even without legacy, it is still fun, fair, and brilliantly constructed — the very definition of timeless.