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Joined 1 year ago
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Cake day: June 27th, 2023

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  • Depends on the features.

    Git has some counterintuitive commands for some commands you may want to do when you want to quickly do something. Being able to click a button and have the IDE remember the syntax for you is nice.

    Some IDEs have extra non-native Git features like have inlined “git blame” outputs as you edit (easily see a commit message per-line, see who changed what, etc.), better diff/merge tooling (JetBrain’s merge tool comes to mind), being able to revert parts of the file instead of the whole file, etc.

    the git integration in vscode which I discarded after few attempts to use

    I’m going to be honest, I don’t really like VS Code’s Git integration either. I find it clunky and opinionated with shitty opinions.



  • micka190@lemmy.worldtoLinux@lemmy.mlNixOS forked
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    6 months ago

    Nothing concrete from what I can tell. Becoming a hard fork is relatively recent though (mid-November of last year, roughly).

    As a side note, I understand why Gitea and Forgejo went for a “copy GitHub Actions” approach to their CI, but man do I wish more self-hosted repo software tried to copy Drone/Woodpecker instead. Iterative containers in the pipeline is such a smoother build experience, and it kind of sucks that Gitness is the only one doing it (that I know of).




  • micka190@lemmy.worldtoSelfhosted@lemmy.worldWhy docker
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    10 months ago

    I find it makes my life easier, personally, because I can set up and tear down environments I’m playing with easily.

    Same here. I self-host a bunch of dev tools for my personal toy projects, and I decided to migrate from Drone CI to Woodpecker CI this week. Didn’t have to worry about uninstalling anything, learning what commands I need to start/stop/restart Woodpecker properly, etc. I just commented-out my Drone CI/Runner services from my docker-compose file, added the Woodpecker stuff, pointed it to my Gitea variables and ran docker compose up -d.

    If my server ever crashes, I can just copy it over and start from scratch.



  • Very different. In French, you often simply need to add a letter or two at the end of a male-gendered word to make it female-gendered. A lot of our media simply does something like “word(e)”, with the contents of the parenthesis being the additional letters to make a word female-gendered. That way, you can avoid typing mostly the same word twice.

    We’ve been doing this for decades, and is absolutely not a new “woke trend” or whatever bullshit Macron seems to believe it is.

    “Latinx” was a stupid trend by white Americans to try and bastardized how a language works.


  • So, RAW here is how a round with a spell is supposed to work:

    1. Character A announces that they are casting a spell. The name of the spell, and other information such as its level are not mentioned.
    2. There is a short pause to allow someone to use a Reaction.
    3. If no one uses a Reaction, Character A either rolls or tells people what they need to roll.
      • Side note: This is where someone could technically cheat by changing their spell slot level, and is one of the many reasons why Counterspell is a terribly-designed spell.
    4. After this roll (and any effect that would apply to those rolls), Character A describes the effect and can optionally state what the spell was:

    You all take 36 Fire damage, as an explosion of flame blooms at your feet from my character’s 6th-level Fireball.

    RAW, Counterspell would occur during that second step. The creature that casts it has no idea what the spell they’re countering is, beyond context clues (i.e. they’ve seen that armored spell caster has been casting spells that heal their allies earlier).

    As you said, there are rules to identify a spell. They were added by either Tasha’s Cauldron of Everything or Xanathar’s Guide to Everything. A character can use their Reaction to identify the spell. This usually means you’ll need 2 spellcasters working in conjunction for Counterspell to work with an identified spell.


    As for how I run it at my table: I don’t. I really don’t like it. It’s anti-fun, and the awkward pause and wording that’s required to cast spells in case someone wants to counter it. There’s some equally awkward metagaming thats required if someone accidentally blurts out the name of the spell, and it plays really poorly with how most VTT software handles spells (most just spit them out in the chat for everyone to see). It is just so un-fun that I just ban the spell outright at my table and it makes everything much simpler.

    Having said that, if I do play at a table where it isn’t banned, we usually go about it as I described above. The Reaction needed to identify the spell is an intentional design decision to prevent spellcasters from identifying every spell cast their way before deciding to counter them, and needing 2 spellcasters to work together to “cleanly” cast it is perfectly fine, in my opinion. Spellcasters are already bonkers in this game, there’s no reason to empower them further by letting them save-up their Counterspells until they’re absolutely critical.

    It’s just important that every player is on the same page and doesn’t blurt-out their spell names whenever they cast a spell.