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Daily Godot Tip #5: You can enable Add Type Hints in the editor settings to make auto generated code be spawned in with static typing
  • You can do this on a per project basis.

    Under Project Setting > General enable advanced settings.

    Then under Debug > GDScript you can set your preferred settings for warning and error. I like these settings as it's more like a statically typed language:

    • Untyped Declaration: Error
    • Unsafe Property Access: Error
    • Unsafe Method Access: Error
    • Unsafe Cast: Warn
    • Unsafe Call Argument: Error
  • Feral's GameMode 1.8 Adds CPU Core Pinning and Parking
  • The article didn't really explain anything though. All it did was mention a couple types of processors that may benefit.

    Someone more knowledgeable can correct me, but the main idea is that pinning can dedicate (or pin) certain cores to a specific process such as a game to improve performance.

    Parking can dynamically disable cores not needed for the process, improving thermals and energy consumption.

  • I don't actually use pacman for that
  • Packages get updated a lot in arch. Occasionally a package may push an update with a big that can cause major problems. Often times those bugs are fixed relatively quickly, but if you update too often, you are more likely to update to a package with such bugs.

  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)AD
    Adelphius @lemmy.world
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    Comments 4