[-] thingsiplay@beehaw.org 1 points 1 hour ago

Agreed, both lists sound like random words put together. There was actually a fork with a rename and rebrand to Glimpse. It's by far the best alternative name I have seen so far. But GNU IMP does the job too, because people don't like the word GIMP.

[-] thingsiplay@beehaw.org 1 points 3 hours ago

Some people are never happy.

[-] thingsiplay@beehaw.org 2 points 7 hours ago

There was major improvements on start time since years. I don't think you tried v2.04, because that version is from 2004 (exactly 20 years old): https://www.gimp.org/about/history.html But I didn't meant to be ACKTUALLY here. Even v2.8 is from 2012. Whatever version you had, try it again. Especially with the upcoming v3.0 major changes and improvements are coming as well, so its worth it probably and hopeful.

[-] thingsiplay@beehaw.org 4 points 9 hours ago

It's always suspicious if you need to say its not affiliated. :D

[-] thingsiplay@beehaw.org 7 points 9 hours ago

The reality is that, although there are quite a few standalone Wayland compositors, you don't hear about most of them, because almost all of them suck in one way or another if you go beyond opening terminals.

For standalone desktops, Hyprland is undeniably your best base at the moment to write a window manager.

If you don't believe it, see some amazing WM plugins for Hyprland on Github,

Your favorite tiling WM doesn't have a Wayland port? Pick up the initiative yourself and write a Hyprland plugin that makes it behave like your WM of choice.

Said the person who maintains Hyprland. This post reads like an ad for his own project.

Isn't this the toxic dev, who dislikes any other Wayland Compositors? This guy is also banned from contributing to Freedesktop here and here. And here is a post from Drew Hyprland is a toxic community.

I'm not surprised about this blog post. I argue we need more compositors. More means, more to choose from and being less reliant on the few that are available right now. What if someone does not like Hyprland in example or any of the current available compositors? Having more to choose from is a good thing, not bad. I'm so thankful that Hyprland is not the only one we have. One example is the programming language that the project is written in. Why does it matter? Maybe because people want to contribute or understand the code or want to make changes. In example Qtile is written in Python and its configuration language is in Python too.

[-] thingsiplay@beehaw.org 3 points 11 hours ago

Looks like there are lot of dependencies that are still not resolved. You can watch the current state of bug reports here: https://bugzilla.mozilla.org/show_bug.cgi?id=1894060

References (Depends on 21 open bugs)

Depends on:
1912388, 1912568, 1913510, 1915167, 1916553, 1918041, 1918068, 1919044, 1921951, 1921953, 1921959, 1924193, 1926575, 1927038, 1927422, 1927457, 1896623, 1910576, 1910946, 1911960, 1912391, 1913279, 1913437, 1914438, 1915862, 1916188, 1916941, 1916954, 1917785, 1918044, 1918208, 1918434, 1918726, 1920443, 1920575, 1921190, 1921336, 1922264, 1922307, 1922546, 1923041, 1923052, 1923301, 1923306, 1923363, 1924686, 1925577, 1927230, 1927329
1921081, 1927897, 1928116, 1893655, 1899598
1902032, 1905849, 1893656, 1899336, 1899346, 1899352, 1899599, 1901551, 1905869, 1906888, 1907058, 1909497, 1910203, 1910601, 1918608, 1920691, 1923367, 1924670
Dependency tree / graph
Duplicates:
1698376
1683375
See Also:
1901802

[-] thingsiplay@beehaw.org 2 points 11 hours ago

When did you try GIMP last time? For me, it opens up almost instantly (~1 second) on my modern PC with Linux. And I am still on version 2.10. In the past (few years ago) a major slowdown on start was because of too many fonts or a corrupted font cache. Nowadays GIMP loads fonts in a different way, and starts fast regardless of how many you have.

There might be another reason why the startup was slow for you. But usually it should not be, unless your CPU is old and if you do not use SSDs. My recommendation is to try it out again and then troubleshoot with the community to find out whats slowing it down.

[-] thingsiplay@beehaw.org 7 points 1 day ago

Haha that's good one too. I thought I'm the only one going through the list. I wonder what they were thinking back then: https://gitlab.gnome.org/GNOME/gimp/-/raw/eb0591f97dca152ec827db083f910b6a9ea16369/data/images/gimp-splash.png

[-] thingsiplay@beehaw.org 10 points 1 day ago

No UI change. I personally like the UI, but if you dislike it, well its still the same. I really don't understand what problem with the UI you have...

[-] thingsiplay@beehaw.org 5 points 1 day ago

This would complicate the code behind Inkscape and the user interface a lot. It's not just having an option to enable raster editing, the entire program must be rewritten, because its not designed to do raster editing. If they started with raster editing, it would be lacking too and the horrors from users would never end. I rather want Inkscape stay focused to what its doing best.

Either use GIMP or Krita. There are already excellent or good enough image editing tools.

28

cross-posted from: https://beehaw.org/post/16923010

2024-11-06 by GIMP Team

We are very excited to share the first release candidate for the long-awaited GIMP 3.0! We’ve been hard at work since our last development update to get this ready, and we’re looking forward to everyone finally being able to see the results.

So, what exactly is a “release candidate” (RC)? A release candidate is something that might be ready to be GIMP 3.0, but we want the larger community to test it first and report any problems they find. If user feedback reveals only small and easy to fix bugs, we will solve those problems and issue the result as GIMP 3.0. However, we hope and expect a much larger audience to try out 3.0 RC1 - including many people who have only been using 2.10 up until now. If larger bugs and regressions are uncovered that require more substantial code changes, we may need to publish a second release candidate for further testing.

84

2024-11-06 by GIMP Team

We are very excited to share the first release candidate for the long-awaited GIMP 3.0! We’ve been hard at work since our last development update to get this ready, and we’re looking forward to everyone finally being able to see the results.

So, what exactly is a “release candidate” (RC)? A release candidate is something that might be ready to be GIMP 3.0, but we want the larger community to test it first and report any problems they find. If user feedback reveals only small and easy to fix bugs, we will solve those problems and issue the result as GIMP 3.0. However, we hope and expect a much larger audience to try out 3.0 RC1 - including many people who have only been using 2.10 up until now. If larger bugs and regressions are uncovered that require more substantial code changes, we may need to publish a second release candidate for further testing.

[-] thingsiplay@beehaw.org 8 points 1 day ago

AMD is ruining Intel.

15
submitted 3 days ago* (last edited 3 days ago) by thingsiplay@beehaw.org to c/gaming@beehaw.org

Invidious, an alternative YouTube client in the browser without using YouTube directly (more private): https://inv.nadeko.net/watch?v=h9Z4oGN89MU

I recommend watching or listen this video at x1.4 playback speed. If you can't set the speed to this value, then at least watch at x1.25.

Description:


Graphics Cards can run some of the most incredible video games, but how many calculations do they perform every single second? Well, some of the most advanced graphics perform 36 Trillion calculations or more every single second. But how can a single device manage these tens of trillions of calculations? In this video, we explore the architecture inside the 3090 graphics card and the GA102 GPU chip architecture.

Note: We chose to feature the 30 series of GPUs because, to create accurate 3D models, we had to tear down a 3090 GPU rather destructively. We typically select a slightly older model because we're able to find broken components on eBay. If you're wondering, the 4090 can perform 82.58 trillion calculations a second, and then we're sure the 5090 will be even more.

Table of Contents:

00:00 - How many calculations do Graphics Cards Perform?
02:15 - The Difference between GPUs and CPUs?
04:56 - GPU GA102 Architecture
06:59 - GPU GA102 Manufacturing
08:48 - CUDA Core Design
11:09 - Graphics Cards Components
12:04 - Graphics Memory GDDR6X GDDR7
15:11 - All about Micron
16:51 - Single Instruction Multiple Data Architecture
17:49 - Why GPUs run Video Game Graphics, Object Transformations
20:53 - Thread Architecture
23:31 - Help Branch Education Out!
24:29 - Bitcoin Mining
26:50 - Tensor Cores
27:58 - Outro
19

Game: https://store.steampowered.com/app/346010/Besiege/

An amazing update for a game from 2020 (which was years in Early Access before). It's sort of puzzle game with building mechanics and a physics engine. Now they add a level editor for free! Plus ton of new content and bug fixes off course.


Hello Everyone!

Today we’ve released another major update, focussed around Besiege’s level editor, coupled with some quality of life features/changes. The update adds 120+ new objects (including complex objects for the first time, like the Galleon ship), a new camera mode for better machine tracking in tight spaces, improvements to multiplayer and other improvements & fixes!

Level Editor

The core focus of this update was adding additional objects to the level editor and bringing some of the more complex, heavily requested items to it as well! During this process we felt the object categories could benefit from some reorganisation and we also spent time improving thumbnails to make objects easier to find & understand.

... (lot of stuff) ...

Additional Features

To start with, we’ve got a new option for Besiege’s camera that prevents it from passing through large objects and terrain. This means you can now more easily control your machine near large terrain features, in tight spaces, or even in structures created in the level editor.

... (lot of stuff) ...

1.6 changelogLevel Editor & Multiplayer related

  • 125 New Level Editor objects*
  • changing the size of multiplayer world from 2,000 x 1,750 x 2,000 to 4,000 x 1,500 x 4,000 -- (the slight lowering of the height by 250m was necessary on a technical level to ensure a smooth experience after expanding the floor area by 4 times as much)
  • added water altitude setting to level settings
  • added water type selection to level settings
  • fixed objects that were unable to break (or didn't display correctly for clients) and/or move in Level Editor, even though they had settings for it -- Desert House, Cart, Lyre, Coliseum Column, Arena Column, Gate, Arch, Scaffold, Scaffold Tall, Fence Low, Basket, and more
  • fixed fire on several objects, including wooden ramp objects and certain foliage in level editor
  • fixed newly placed colliseum pieces in level editor to aligning and not be squished
  • fixed density and mass sliders in Level Editor for some objects not assigning values
  • fixed some objects that would not sync correctly for clients becuase they were marked as never moving network side
  • polished all thumbnails in the level editor fixed NPC cannons aiming being framerate and timescale dependent
  • fixed NPCs sometimes spawning weird blood coulds only intended for water maps
  • fixed order of operations of bombs exploding and calling Level Editor events, so that if they respawn themselves on explode they do not stack overflow.
  • Level Editor NPCs can now join to specific objects, i.e. vehicles
  • fixed an issue with respawning machine in Multiplayer where the machines would get stuck mid air
  • fixed being able to scale unscalable objects during placement in level editor
  • changed the layout of the level editor categories
  • fixed when placing certain objects in Level Editor pressing T or holding T didn't scale the object visibly
  • fixed an issue in the level editor where after a transform event we always reassign their physics to default moving, even if they shouldn't have been
  • now displaying in level editor which objects are DLC specific
  • fixing multiplayer spectator not working after TSS was introduced
  • level editor walls' destroy threshold now also modify how easily the break off of adjecent pieces
  • updated level editor scale tool so that when you scale an object multiple times in a row, the numbers actually try and stay on the grid you defined (instead of going from 1.0 -> 0.9 -> 0.72 -> 0.682, it'd go 1.0 -> 0.9 -> 0.8 -> 0.7)
  • added ambience to sandboxes and level editor environments
  • fixed NAT punchthrough fascilitator server trying to connect over and over in a steam environment, as well as outside if it fails it keeps trying forever even if it can never reach the server. This caused lagspikes every 10 seconds when it failed.
  • Limiting Level Editor selection tool selection range from infinity to 1000 to get a better selection of objects, also improving the performance and delay to select or open mapper for said objects.
  • spread out and improved the multiplayer machine loading to avoid as high potential for bad frames, note if you have great framerate and want faster spawning set fps cap to unlimited
  • added selection inverting to level editor
  • fixed using center for selections in level editor aligning with the center of a single object as well
  • fixed intro animation in multiplayer, and attached event on end of animation now plays properly
  • fixed camera focusing on level editor objects staying locked on when switching from simulation to build mode and vice versa.
  • fixed updating center and orientation of level editor tools when switching between the tools
  • fixed keeping level editor on screen on resolution changes
  • fixed not being able to load levels into multiverse that are inside entire uploaded folders of levels (although it's still jank likely)
  • fixed fog in multiplayer not applying correctly to certain objects in barren environment, e.g. explosions and foliage
  • fixed virtual objects in level editor having selection outlines

Block fixes

  • fixed water cannons throwing errors on client side
  • fixed water cannons creating particles on water correctly
  • fixed a problem with water cannons not displaying steam or water particles as accurately to what the server sees
  • improved water cannon performance when they spawn into simulation
  • fixed a centering issue on the source cube
  • fixed a problem with the Machine Mesh Exporter where certain blocks would stop it from exporting correctly
  • fixed error happening from spamming respawning that would result in multiple simulation machines for 1 player and ofc breaking the simulation
  • fixed TSS blocks showing up in searches for people who don't have the expansion installed or active
  • fixing sensor blocks seeing insignias in level editor
  • a very slight optimisation for build surface meshes
  • tried to fix cannons with NaN power crashing the game
  • fixed some rope alignment issues on the harpoon launcher and its harpoon
  • fixed some centering issues on newly placed bombs and grenades
  • fixed errors thrown if a rocket with NaN explosion force explodes upon certain blocks and objects
  • fixed wheels and steering hinges continuing to play audio sometimes after they break
  • fixed a bug with aquatic screw as clients where it would throw errors
  • fixed an issue where having loads of machine inputs would generate garbage and use more RAM than necessary
  • fixed a symmetry tool issue where if you move the block on which the pivot is on while symmetry options are enabled it causes errors, lags and potentially freezes

Splintered Sea

  • added a new island to the seafarers' haven sandbox
  • tried to improve graphics performance on seafarers' haven by limiting geometry on screen
  • fixed an issue where ballasts exiting water would have changed their drag from 0 to 0.2 as their base drag
  • fixed aerodynamic water drag routine not running at all, it accidentally published in a broken state (we'll balance the amount of drag if things have become too aerodynamic)
  • fixed a glitch where for 1 frame camera entering or exiting water would see incorrect visuals
  • improved vram use of water shaders by compressing data slightly for calming
  • in the ocean environment in level editor the spawn zones now match the size of the TSS campaign
  • tried to improve water physics performance by not processing objects that are processable but not currently assigned to.
  • fixed density sliders appearing only for the level editor objects they should

UI and generic

  • added monitor selection to options menu (requires restart after switch)
  • added saturation slider to options menu
  • added UI highlight intensity slider to options menu
  • if no thumbnail exists for a save/load folder it'll try and find a suitable recent thumbnail from one of the machines inside of the folder.
  • added toggle option specifically for water cannon particles spawning ripples and foam on water
  • added the ability to multiply values in values fields by writing * between 2 inputted numbers
  • added toggle for using new camera distance limiting feature
  • now able to limit camera distance to large geometry obscuring the view
  • tried to improve main menu performance a little
  • added more mouse button compatibility (from m1 to m6)
  • updated debug console canvas to scale correctly with height

Modding:

  • added efficient cubemap loading
  • when loading assetbundles to stop mods reusing the same one throwing errors, we attempt to check their content hash against eachother before loading
  • Added ModEntryPoint.Path so modders can find their own resource folders and such
  • added a way to assign cubemaps and related colours to the water planes
  • exposed cannon ammo to mods with a property

*New Level Editor Objects:

  • Desert Windmill
  • Hexagonal Hut
  • Costal Shack
  • Geteld Tent
  • Large Geteld Tent
  • Wooden Stilt Tower
  • Wooden Stilt Platform
  • Wooden Jetty
  • Wood Beam Tower
  • Stone Floor
  • Stone Road
  • Stone Wall
  • Stone Wall Windowed
  • Stone Wall Arch
  • Stone Column
  • Stone Column Arch
  • Stone Column Structure
  • Stone Cube
  • Brick Stairs
  • Brick Ramp
  • Hinged Iron Gate
  • Farm Fence
  • Wooden Table
  • Fish Rack
  • Barrels
  • Wooden Crate
  • Wooden Chest
  • Stone Boulder
  • Gold Nugget
  • Gold Ingot
  • Jewelled Egg
  • Coin Pile
  • Anchor
  • Tentacle Brazier
  • Chained Chest
  • Large Tome
  • Stone Bollard
  • Shipwreck
  • Shipwreck Mast
  • Beacon Post
  • Wooden Crane
  • Knight Statue
  • Railway Track
  • Railway Track Curve
  • Wooden Path
  • Stone Beacon
  • Chain
  • Giant Tuna Skull
  • Anglerfish Skull
  • Sea Beast Skull
  • White Ribcage
  • Giant White Vertibrae
  • Dragon Wing
  • Dragon Skull Bottom
  • Dragon Skull Top
  • Dragon Ribcage (2)
  • Yak Skeleton
  • Mossy Wall
  • Mossy Wall Walkway
  • Mossy Wall Window
  • Mossy Wall Gate
  • Brick Wall Door
  • Underwater Wall
  • Underwater Wall Window
  • Un-plastered Wall (TSS DLC)
  • Plastered Wall (TSS DLC)
  • Plastered Wall Window (TSS DLC)
  • Plastered Wall Doorway (TSS DLC)
  • Cobblestone Wall
  • Cobblestone Wall Supports
  • Cobblestone Wall Window
  • Cobblestone Wall Doorway
  • Desert Wall Window (2,3)
  • Desert Wall Door
  • Stone Pillar
  • Sandstone Pillar
  • Desert Tower Top
  • Beam Banner
  • Hanging Banner
  • Carved Stone Steps
  • Brush Patch
  • Berry Bush
  • Coral
  • Long leafed Seaweed
  • Stalagmite
  • Frigid Rock
  • Scorchmark
  • Basalt Mountains
  • Shark Egg (TSS DLC)
  • Tuna (TSS DLC)
  • White Razortooth (TSS DLC)
  • Squid (TSS DLC)
  • Fisherman
  • Besiege Developer
  • Krolmar Javelin Thrower
  • Frozen Knight
  • Offlander Harpoon Thrower (TSS DLC)
  • Offlander Diver (TSS DLC)
  • Cannon
  • Mortar Cannon
  • Ship Cannon
  • Bronze Cannon
  • Scout Balloon
  • Airship
  • Cannon Airship
  • Desert Airship
  • Fishing Boat (TSS DLC)
  • Sail Boat (TSS DLC)
  • Raiding Boat (TSS DLC)
  • Galleon (TSS DLC)
  • Caravan
  • Spinning Chain
  • Quarter Pipe
  • Textured Quarter Pipe
  • Cylindrical Segment
  • Textured Cylindrical Segment
  • Sloped Quarter Turn
  • Textured Sloped Quarter Turn
  • Sloped Eight Turn
  • Textured Sloped Eight Turn
  • Large Sloped Eight Turn
  • Textured Large Sloped Eight Turn
  • Finish Line Insignia
  • Zero Gravity Zone
  • Joint
13

Alternative Invidious client (in browser), to watch this YouTube video without using YouTube directly: https://inv.nadeko.net/watch?v=t9xv0g5VfwU

Video description:


It feels like every game has currencies, battlepasses, seasons, rotating shops, or loot boxes. All of them manipulating you to play more, and to pay more. So how do we fix it?

13
submitted 6 days ago* (last edited 6 days ago) by thingsiplay@beehaw.org to c/gaming@beehaw.org

Looks like owner of Ryujinx changed and now is developed by someone else? The top contributor for this is gdkchan, the previous owner and main developer. So this is not simply a fork, but changing ownership of the original repository. Is that right? It makes sense, because what happened previously is that gdkchan got a message (or visit) from Nintendo to stop working on the emulator. That's all. There was no cease and desist to the entire project, or anything like that (unlike with Yuzu).

Edit: Another hint that this is the original repository is, that a message is displayed that I have blocked a certain user who contributed to this repository. This message does not popup on any of the forks.

Edit 2.0: I may have been wrong: https://docs.github.com/en/repositories/creating-and-managing-repositories/transferring-a-repository

If the transferred repository has any forks, then those forks will remain associated with the repository after the transfer is complete.

And looking in the list of forks, the oldest one seem to be 1 month old or so.

5

My Unread Messages is at 2 (it was at 1 for a month or so, but since weeks its at 2 now). Clicking it shows nothing. Maybe there are messages from people I blocked? When I get real new unread messages, then counter goes up and it works like always. Reading those messages (or clicking them as read) will decrease the number, up to 2.

18
submitted 2 weeks ago* (last edited 2 weeks ago) by thingsiplay@beehaw.org to c/technology@beehaw.org

YouTube: https://youtu.be/A_XGsAl-LqY

Watch on Invidious without using YouTube directly: https://inv.nadeko.net/watch?v=A_XGsAl-LqY

6:24 minutes. Please ignore the clickbait. It's a satisfied story that happened, thanks to Cloudflare. I was not aware of this before. Video talks about a patent troll company suing companies left and right, as their main business strategy. And then they tackle on Cloudflare. But Cloudflare "you chose the wrong door, buddy" and destroyed that company.

64

From article:

GNU Boot is a "100% free software project aimed at replacing the non-free boot software" and is a downstream of Coreboot, GRUB, and SeaBIOS. While priding itself on being "100% free", last December they had to drop some motherboard support and CPU code after discovering they were shipping some files that are non-free by their free software standards. Today they announced another mistake in having inadvertently been shipping additional non-free code.

49
submitted 2 weeks ago by thingsiplay@beehaw.org to c/gaming@beehaw.org

https://thingsiplay.game.blog/2024/10/19/showcase-for-retroarch-shaders-2024/

I finally managed to write another blog post. Screenshots made with Shaders on RetroArch and crops are compared. Shaders are those effects to recreate CRT look or other special effects. RetroArch is the emulator suite I use on PC. Its several pages long and compares images in various resolutions as well. Maybe you can find your favorite Shader this way. Or you get introduced to the topic. Hope it helps. Have a great rest of your day.

35

YouTube video: https://youtu.be/uSGVk2KVokQ

Invidious same video from YouTube without YouTube client: https://inv.nadeko.net/watch?v=uSGVk2KVokQ

Video description:


Pls Google do something.

64
submitted 1 month ago by thingsiplay@beehaw.org to c/linux@lemmy.ml

cross-posted from: https://beehaw.org/post/16434132

YouTube video: https://youtu.be/uScsmjvdwyo

Invidious video from YouTube without YouTube: https://inv.nadeko.net/watch?v=uScsmjvdwyo or https://invidious.nerdvpn.de/watch?v=uScsmjvdwyo

Video description:


It’s clear there are some people who don’t understand Proton. So let’s talk about it. #Proton #SteamPlay #CompatibilityLayer

00:00 Introduction
00:41 The basics of a computer
01:46 What Proton is not
03:04 What is an emulator
04:32 Proton acts like a map
05:25 Proton translates API and system calls
06:18 Proton provides a Windows-like software environment
06:55 Why are some games incompatible?
08:52 Shouldn't we demand native Linux games?
11:07 Conclusion
view more: next ›

thingsiplay

joined 1 year ago