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Converting caffeine into code

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Converting caffeine into code
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@Rishikant181
Rishikant181 / Steam-Gamemode.md
Last active June 10, 2025 20:41
Create a Steam Gamemode Session, allowing you to seamlessly switch between your Desktop Environment and Gamemode.

Steam Gamemode Session

Instructions

1. Install Gamescope

Install the gamescope using your package manager.

2. Setup Steam inside Gamescope

@bramreth
bramreth / Godot4FPS.gd
Last active June 22, 2025 08:18
The code for a first person movement youtube tutorial in Godot 4
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var neck := $Neck
@onready var camera := $Neck/Camera3d
@PJB3005
PJB3005 / linux_sucks.md
Last active June 2, 2025 14:18
Summary of all problems I have with the Linux Desktop

Linux Desktop Issues

This is basically my manifesto of why Linux sucks and I keep using Windows as a desktop OS. This is both as a developer platform and end-user targeting.

Look: I would love to be able to use Linux as a daily driver. KDE is amazing and they clearly put far more effort into the desktop experience/UI than Windows (just the volume mixer alone). There are simply far too many underlying and infrastructural problems to the Linux desktop that none of KDE's great UI changes can make up for. I want Linux fanboys, developers, etc... to stop sticking their damn head in the sand about these issues and admit that Linux is still decades behind in some basic infrastructure. This shit can't get fixed if people refuse to admit it's broken in the first place, which some people are far too happy to do.

Desktop App Experience & Developer Tools

Windows has far better desktop apps than Linux, and thanks to WSL, I have all the CLI apps of Linux too. While I do believe KDE Plasma is a much better desk

@aaronfranke
aaronfranke / convert-to-godot4.sh
Last active April 2, 2024 16:20
This script bulk-renames many things in Godot 3 projects to hopefully make it easier to convert them to Godot 4.
#!/usr/bin/env bash
# This script bulk-renames many things in Godot 3 projects to hopefully
# make it easier to convert them to Godot 4. The goal is to do as much
# replacing as possible here so that the diffs Godot produces are smaller.
set -uo pipefail
IFS=$'\n\t'
# Loops through all text files tracked by Git.
@t3chguy
t3chguy / faq.md
Last active April 11, 2022 20:01
Element Spaces Beta FAQ

Why can't I see some rooms in a space

Currently you can only see rooms you are either joined to or which have History Visibility set to Anyone. Without one of those you are unable to fetch details about the room such as name/avatar/topic/members which is needed for the UI. The solution for this in the long term is matrix-org/matrix-spec-proposals#3173 which will allow you to fetch the necessary details for any room if you are able to join it without requiring an invite.

For the private space/rooms edge of this is matrix-org/matrix-spec-proposals#3083 which will allow members of a space access to a room which would also grant them access to its metadata to be able to see it prior to joining it.

Another situation which might cause this issue is if you are joined to some rooms but they are contained within a subspace you are not joined to; unsure of what the final solution will be here but once /peek MSC is stable that might provide a solution - https://github.com/vector-im/ele

@strycore
strycore / lutris-cla.md
Last active January 25, 2021 13:21
Lutris CLA

In order to contribute to Lutris, you have to agree with the terms of this document.

This Contributor License Agreement is not a typical one and doesn't cover legislative aspects of the project. This CLA is intented to keep the project running smoothly and staying in focus with our goals.

Lutris is a large project run by a small team. Contributions that don't follow certain rules can slow down development and cause major breakages. The code base has accumutated some technical debt over the years and it is extremely important not to add any.

By sending a patch to the lutris repository, you agree to the following rules:

  • No breakage of any of our oldest supported distributions. This means no introduction of unsupported Gtk or Python features.
  • The code should pass automatic QA tests. Docstrings for all newly created functions, methods and modules must be provided.
@Zackptg5
Zackptg5 / Making a DualBoot Mod for TWRP.md
Last active May 28, 2025 04:48
Making a DualBoot Mod for TWRP

Making a DualBoot Mod for TWRP

I no longer have a device where this is capable but there's a growing interest in it so figured I make a guide on it

What you will need

  • A working brain
  • Magisk zip
  • Some binaries (Some of these are included in twrp but varies by device so I'd just pack your own)
    • From magisk zip: busybox, magiskboot, magiskinit (rename magiskinit64 to magiskinit and use it if device is 64bit)
  • For ext4 partitions: e2fsdroid, mke2fs
@dpanter
dpanter / cpu_usage_per_core.sh
Last active December 19, 2023 07:50
cpu_usage_per_core.sh - Outputs per-core CPU use percentage, space separated one-liner.
#!/bin/bash
# cpu_usage_per_core.sh
# Outputs per-core CPU use percentage, space separated one-liner.
# Created 2020-05-14 - updated 2020-08-13
# Written for Siduction (Debian sid based distro)
# By dpanter https://gist.github.com/dpanter
# requires _mpstat_ (provided by Debian package _sysstat_)
# Failsafe for awk arithmetic ops, if locale uses comma decimal separator
LC_NUMERIC="C"
@NovemberDev
NovemberDev / godot_async_scene_loader.gd
Last active March 12, 2025 16:00
Asynchronously loads scenes in godot
# Loads a scene in the background using a seperate thread and a queue.
# Foreach new scene there will be an instance of ResourceInteractiveLoader
# that will raise an on_scene_loaded event once the scene has been loaded.
# Hooking the on_progress event will give you the current progress of any
# scene that is being processed in realtime. The loader also uses caching
# to avoid duplicate loading of scenes and it will prevent loading the
# same scene multiple times concurrently.
#
# Sample usage:
#