imecth

joined 8 months ago
[–] [email protected] 6 points 6 months ago (1 children)

It's really a design decision. Gnome's corners don't have infinite size because you can grab the window by clicking anywhere on the topbar including in fullscreen. It creates exceptions in the design, why should the close button expand to the corner but not the others? If the close button is too small to click on, that's another issue entirely.

[–] [email protected] 0 points 6 months ago (3 children)

Do you honestly think an icon bar like this is a good thing? Look at the colors, the amount of them, how they fold because there's too many... And it's the same shit on windows too. It looks ugly, they're hard to click on, most of them don't serve any purpose... I agree appindicators do serve a purpose, but as it is, i prefer not having them at all.

[–] [email protected] 6 points 6 months ago (1 children)

Works fine here, on mutter with mesa. Looks mostly like a KDE bug.

[–] [email protected] 6 points 6 months ago

You can still theme gtk though, whether it's simply by editing /.config/gtk-4.0/gtk.css or by using a more in depth app like gradience, everyone using the same defaults actually makes it easier to further tweak.

[–] [email protected] 0 points 6 months ago

Je crois que c'est just une référence à Ralph, un dessin animé de disney.

[–] [email protected] 0 points 6 months ago (5 children)

The problem is when you allow one developer its own applet, every application wants one, and suddenly you have 15 applets. Applications need to figure out alternative design patterns to achieve the same result or sidestep the problem.
There's this saying, out of sight, out of mind, do you really need to have a constant eye on every application? When there's an actual change you get a notification.

[–] [email protected] 11 points 6 months ago (2 children)

In fps games ? Absolutely. By adding a limit you're telling your player to use it, or lose it. Gotta protect players from themselves. Unfortunately it's hard to apply to some types of games, like crpgs which are notoriously bad at giving random shit that you might one day need.

[–] [email protected] 7 points 6 months ago (4 children)

This is a game design failure, it's why max ammo is a thing.

[–] [email protected] -2 points 6 months ago* (last edited 6 months ago)

If your code isn't up to par, or your feature isn't relevant enough and doesn't fit "the vision", it's correct to deny it. On top of diluting the project contributed code add a maintainership cost that the random contributor will probably not be footing.

Accept everything in your cake and tomorrow it'll be an inedible mess that nobody wants. It's ok for software to be aimed at different people.

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