Atemu

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[–] [email protected] 3 points 9 hours ago (2 children)

NixOS because it's the only usable stab at sustainable system configuration.

[–] [email protected] 1 points 9 hours ago

I recommend borgbackup.

[–] [email protected] 3 points 9 hours ago

It has since taken away Gentoo’s raison d’être a bit in my head.

I wouldn't say so. We currently don't hold a candle to USE-flags. Many packages are already configurable but there's no standard on anything w.r.t. that.

There's no technical reason we couldn't have such a standard but it hasn't happened yet.

[–] [email protected] 1 points 17 hours ago

That's Nix, not NixOS.

I also wouldn't be too sure on that "explicit" part for Docker. It's somewhat isolated, sure, but everything but explicit: you can download arbitrary data from wherever you like.

[–] [email protected] 1 points 1 day ago

That isn't going to help them one bit if they have a SteamVR HMD.

[–] [email protected] 1 points 1 day ago

It recommends AMDVLK... meh

[–] [email protected] 1 points 1 day ago (1 children)

Is there a bridge like they have for IMAP btw?

[–] [email protected] 1 points 1 day ago

It's a LineageOS thing AFAIK. I'd be a bit surprised if GrapheneOS had it since they're quite close to stock AOSP when it comes to customisations that don't relate to security or privacy.

[–] [email protected] 0 points 1 day ago

You quite clearly said

instead of simply and arbitrary banning forever

Welcome to my blocklist buddy. Go play with the rest of the trolls.

[–] [email protected] 10 points 1 day ago* (last edited 1 day ago) (2 children)

Great way to show off you haven't actually read any of the article past its title.

[–] [email protected] 7 points 1 day ago (5 children)

You're comparing apples to oranges. One is a declarative Linux system environment creation solution and the other a daemon that starts sub-system environments using Linux namespaces.

You could in theory use NixOS to define a system environment that you'd run inside of a docker container. It's a bit harder to get systemd running inside of Docker which NixOS heavily relies on but that's beside the point. Easier integrations exist for LXD and systemd-nspawn which actually fulfil an equivalent purpose to Docker. The single component that is most comparable to Docker in a typical NixOS deployment would arguably be its init process (systemd), though its use extends far beyond setting up the namespace (the root namespace in this case).

[–] [email protected] 1 points 1 day ago

Having a record which defines exactly what to fetch is the necessary condition, not the sufficient condition.

The actual artifacts fetched to disk must be stable, not just the record.

 

This is a big release, adding several new major features:

  • Nvidia support! LACT now works with Nvidia GPUs for all of the core functionality (monitoring, clocks configuration, power limits and fan control). It uses the NVML library, so unlike the Nvidia control panel it doesn't rely on X11 extensions and works under Wayland.
  • Multiple profiles for configuration. Currently it is not possible to switch them automatically, but they are configurable through the UI or the unix socket.
  • Clocks configuration now works on AMD IGPUs (at least RDNA2). Previously it was not parsed properly due to lack of VRAM settings.
  • Zero RPM mode settings on RDNA3. Currently this needs a linux-next to be used, and the functionality is expected to land in kernel 6.13. But this resolves a long-standing issue with RDNA3 that made the fan always disabled below a certain temperature, even if using a custom curve.

There are many other improvements as well, such as better looking and more efficient plots rendering in the historical charts window (thanks to @In-line ) and a Fedora COPR repository providing LACT packages (currently in testing).

Nvidia showcase:

image image

Full list of changes:

🚀 Features

  • Add support for multiple settings profiles (#327)
  • Show dialog when attempting to reconnect to daemon
  • Include device info and stats responses in debug snapshot
  • Improve plot rendering, use supersampling and do it in a background thread
  • [breaking] Add initial Nvidia support (#388)
  • Implement clocks control on Nvidia (#398)
  • Add special case for invalid throttle mask
  • Add snapshot command to CLI
  • Add RDNA3 zero RPM setting (#393)

🐛 Bug Fixes

  • Getting pci info in snapshot
  • Retry reading p-states if the value is nonsensical
  • Increase retry intervals when evaluating GPUs at start
  • Make throttling flags ellipsized to avoid massively oversized window (#402)
  • Deduplicate throttle status bits
  • Update amdgpu-sysfs with iGPU fixes, add steam deck quirk (#407)
  • Fedora spec non-default builds (#410)

🚜 Refactor

  • Make info page a relm component (#404)
  • Drop redundant ClockSettings structure in the ui

📚 Documentation

  • Update issue template to mention common RDNA3 problems
  • Fix issue template yaml
  • Move description to label in issue template

⚙️ Miscellaneous Tasks

  • Bump version
  • Update docs, enforce minimum rust version
  • Set codegen-units=1 to decrease binary size in release (#390)
  • Include service log in debug snapshot
  • Drop old bench feature
  • Bump dependencies
  • Bump version
  • Remove unused Cargo features (#405)

Developer

  • Automatically create release on tag push
  • Trigger workflow on tag push
  • Bump workflow rust version
  • Add debug builds to makefile
  • Skip building signed packages if signing secret is not found
  • Don't run rust checks on master pushes, only PRs

Packaging

  • Add libdrm to debian dependencies
  • Add fedora 41 package (#399)
  • Generate Spec Files for COPR on Release Publish (#406)
  • Drop invalid copr trigger check
 

This is a big release, adding several new major features:

  • Nvidia support! LACT now works with Nvidia GPUs for all of the core functionality (monitoring, clocks configuration, power limits and fan control). It uses the NVML library, so unlike the Nvidia control panel it doesn't rely on X11 extensions and works under Wayland.
  • Multiple profiles for configuration. Currently it is not possible to switch them automatically, but they are configurable through the UI or the unix socket.
  • Clocks configuration now works on AMD IGPUs (at least RDNA2). Previously it was not parsed properly due to lack of VRAM settings.
  • Zero RPM mode settings on RDNA3. Currently this needs a linux-next to be used, and the functionality is expected to land in kernel 6.13. But this resolves a long-standing issue with RDNA3 that made the fan always disabled below a certain temperature, even if using a custom curve.

There are many other improvements as well, such as better looking and more efficient plots rendering in the historical charts window (thanks to @In-line ) and a Fedora COPR repository providing LACT packages (currently in testing).

Nvidia showcase:

image image

Full list of changes:

🚀 Features

  • Add support for multiple settings profiles (#327)
  • Show dialog when attempting to reconnect to daemon
  • Include device info and stats responses in debug snapshot
  • Improve plot rendering, use supersampling and do it in a background thread
  • [breaking] Add initial Nvidia support (#388)
  • Implement clocks control on Nvidia (#398)
  • Add special case for invalid throttle mask
  • Add snapshot command to CLI
  • Add RDNA3 zero RPM setting (#393)

🐛 Bug Fixes

  • Getting pci info in snapshot
  • Retry reading p-states if the value is nonsensical
  • Increase retry intervals when evaluating GPUs at start
  • Make throttling flags ellipsized to avoid massively oversized window (#402)
  • Deduplicate throttle status bits
  • Update amdgpu-sysfs with iGPU fixes, add steam deck quirk (#407)
  • Fedora spec non-default builds (#410)

🚜 Refactor

  • Make info page a relm component (#404)
  • Drop redundant ClockSettings structure in the ui

📚 Documentation

  • Update issue template to mention common RDNA3 problems
  • Fix issue template yaml
  • Move description to label in issue template

⚙️ Miscellaneous Tasks

  • Bump version
  • Update docs, enforce minimum rust version
  • Set codegen-units=1 to decrease binary size in release (#390)
  • Include service log in debug snapshot
  • Drop old bench feature
  • Bump dependencies
  • Bump version
  • Remove unused Cargo features (#405)

Developer

  • Automatically create release on tag push
  • Trigger workflow on tag push
  • Bump workflow rust version
  • Add debug builds to makefile
  • Skip building signed packages if signing secret is not found
  • Don't run rust checks on master pushes, only PRs

Packaging

  • Add libdrm to debian dependencies
  • Add fedora 41 package (#399)
  • Generate Spec Files for COPR on Release Publish (#406)
  • Drop invalid copr trigger check
 

Memory managment

Resource and memory management were completely rewritten in order to use allocated video memory more efficiently:

  • Reduced fragmentation may reduce peak memory usage in games such as God of War by up to 1 GiB in extreme cases.
  • Memory defragmentation is now performed periodically to return some unused memory back to the system. The goal is not to reduce VRAM usage at all costs; instead this is done conservatively if the system is under memory pressure, or if a significant amount of allocated memory is unused. Keeping some unused memory is useful to quickly service subsequent allocations.

Note: Defragmentation is currently disabled on Intel's ANV driver, see #4434. The dxvk.enableMemoryDefrag config option can be set to enable or disable this feature via the the Configuration file.

Driver support

While technically not required, the new memory management works best on drivers that support both VK_EXT_memory_budget and VK_KHR_maintenance5. The Driver Support page was updated accordingly.

D3D8 / D3D9

Software cursor

Support for emulated cursors was implemented for the D3D9 cursor API, which allows games to set an arbitrary image as the mouse cursor. This fixes an issue in Dungeon Siege 2 (#3020) and makes the cursor appear correctly in Act of War and various older D3D8 games. (PR #4302)

Bildschirmfoto-693

Sampler pool

Unreal Engine 3 games using D3D9 have a quirk in that they pass a seemingly uninitialized value as the mipmap LOD bias. In order to avoid creating more Vulkan sampler objects than the driver supports, previous versions of DXVK would round the LOD bias to a multiple of 0.5, which could introduce visual inaccuracies. As a more correct soluition, DXVK will now destroy unused Vulkan samplers on the fly and use the correct LOD bias.

Note: The aforementioned workaround was never needed or used in the D3D11 implementation, it only affected D3D9.

Bug fixes and Improvements

  • On Nvidia driver version 565.57.01 and newer, strict float emulation is enabled by default for improved correctness. Games for which this option was already enabled may see a small performance uplift on this driver.
  • Made various changes to potentially improve performace on certain mobile GPUs. (includes PR #4358)
  • Display modes are now ordered by refresh rate to be more consistent with wined3d and fix issues with some games picking the wrong display mode.
  • Fixed a large number of wine test failures.
  • Ascension to the Throne: Fixed old regression that would cause parts of the ground to render black. (#4338, PR #4341)
  • Command & Conquer: Generals: Fixed performance issue caused by a missing D3D8 entry point. (PR #4342)
  • King's Bounty: Warriors of the North: Fixed water rendering issue. (#4344, PR #4350)
  • Tomb Raider: Legend: Fixed flickering geometry with strict float emulation. (#4319, PR #4442)
  • Rayman 3: Fixed a regression that caused rendering issues. (#4422, PR #4423)

D3D11 / DXGI

Resource management changes

In order to reduce system memory pressure and improve stability in 32-bit games, creating, uploading and discarding resources is now throttled if the amount of temporary staging memory allocations exceed a certain threshold. This fixes crashes in Total War: Rome II and a number of other games. Additionally, large DYNAMIC textures commonly used for video playback will no longer use a staging buffer.

The d3d11.maxDynamicImageBufferSize and d3d11.maxImplicitDiscardSize options were removed accordingly; affected games such as Total War: Warhammer III and Ryse: Son of Rome should now perform well by default, without excessive memory usage.

Note: These changes negatively affect CPU-bound performance in a number of games, including Shadow Warrior 2.

Bug fixes and Improvements

  • SEQUENTIAL swap effects are now implemented for DXGI swap chains, which allows games to read previously presented backbuffers. This fixes an issue wherein savegame thumbnails would appear black in certain visual novels. (https://github.com/ValveSoftware/Proton/issues/7017)
  • Devirtualized some D3D11 method calls to improve compatibility with Special K.
  • Fixed incorrect shader code generation for EvaluateAttributeSnapped.
  • Lock contention is reduced in certain games that use Deferred Contexts for rendering. This may improve performance on older CPUs in Sekiro: Shadows Die Twice and some other games.
  • Call of Duty: Modern Warfare 2 Campaign Remastered: Fixed a possible GPU hang. (#3884)
  • Diablo 4: Work around an issue where the game does not start if an integrated GPU is exposed.
  • The Sims 4: Work around a use-after-free bug in the game's D3D11 renderer for real this time. (#4360)
  • Vindictus: Work around potential rendering issues caused by uninitialized constant buffer data. (#4405, #4406)
  • Yakuza 0 and Yakuza Kiwami: Fixed a regression introduced in DXVK 2.4.1 that would cause these games to lock up on start. (PR #4297)

Miscellaneous changes

  • An SDL3 backend was added for dxvk-native. (PR #4326, #4404)
  • Fixed an issue introduced in DXVK 2.4.1 which would lead to error messages about failed buffer creation.
  • Fixed a long-standing issue where overlapping occlusion queries would lead to incorrect Vulkan usage. (#2698)
  • Fixed a rare issue wherein timestamp queries would not be tracked correctly and could read incorrect data.
  • Fixed various other issues that led to Vulkan validation errors in games such as Dishonored 2, Tales of Arise and The Sims 4.
  • Fixed various issues with MSVC builds. (PR #4444)
  • Disabled a workaround for boken render target clears on Nvidia drivers prior to version 560.28.03 on unaffected drivers.
  • If supported, VK_EXT_pageable_device_local_memory is now used to enable better driver-side memory management.
 

Today, we’re introducing Kagi Translate. It’s not revolutionary - it’s simply a better translation service.

Our combination of advanced language models and precise output selection delivers translations that surpass existing solutions, including Google Translate and DeepL.

Here’s a comparison table for main features:

Feature Google Translate DeepL Kagi Translate
Quality Average High Very High
Webpage translation Yes No Yes (most)
Languages supported 243 33 244

*Quality ratings based on internal testing and user feedback
*Language count as of November 2024

For quick translations, documents, or daily browsing, the difference is clear in the first sentence.

Try it:

Try Kagi Translate with any text →

Translate this blog post into Spanish → (note the simple URL structure)

Using Kagi Translate

Add translate.kagi.com/ before any URL for instant translation. No apps needed. Access 244 languages with zero tracking. Install our browser bookmarklet for quick access.

KagiTranslate

Visit translate.kagi.com for direct use.

We will be bringing Kagi Translate soon inside Kagi Search as a widget for instant translation inside search results.

Kagi Translate is free for everyone. If you’re not a logged in Kagi user, you’ll encounter a simple captcha to prevent automated abuse - a small step that helps us maintain quality while keeping the service free. Kagi members get direct access without captchas, integrating seamlessly with their existing workflow.

Limitations

We do not translate dynamically created content (eg. pages where content is loaded with JavaScript) or paywalled pages.

Kagi Translate uses a combination of LLMs, selecting and optimizing the best output for each task. While this creates immensey powerful translation capabilities, it can occasionally lead to quirks that we’re actively working to resolve.

If you encounter issues or want to suggest improvements (or just want to share your most ridiculous Google Translate fail), please send us feedback. This is our first release and expect many improvements down the road.

Next

This isn’t just about better translation. It’s about raising standards in everyday tools. We believe that privacy and quality can coexist, that powerful tools don’t need to track their users, and that the best technology should simply work without compromises for the user.

Kagi Translate joins our suite of tools (‘treats’): Small Web, Universal Summarizer, and FastGPT alongside Kagi Search and Orion Browser.

Transform your internet experience - become a Kagi member. Access the world’s most powerful search engine and help create a future where digital tools serve their users – not the interest of third parties or advertisers.

 

Announcing Kagi Translate

Never get lost in translation again. Today, we launch Kagi Translate, offering superior translations across 244 languages.

Key features:

  • Higher quality translations than Google Translate and DeepL
  • Zero tracking, no apps needed
  • Free for everyone (Kagi members get captcha-free access)

Try it now at translate.kagi.com or read the announcement post.

Kagi on mobile

We've added search buttons to our homepage to make it easier for you to choose your search type on mobile:

Install Kagi for Android and help us reach 5,000 installs needed for Kagi to submit application for Android choice screen.

Kagi iOS app is currently pending Apple review.

What else are we working on?

We are currently working on Kagi for Teams plan. This will allow you to bring your entire team or organization to Kagi. We'll have two options available: Professional and Ultimate tier, with fair and flexible pricing (inactive team members do not pay). We expect to launch in two weeks. Let us know if you would like to test this earlier by emailing [email protected].

Improvements and bug fixes

Bangs

This release includes several new bangs and a significant cleanup of older ones. You can read the full changelog here. These changes were driven by our community, and we appreciate all contributions to our open source Bangs repo!
Here's a preview of our latest additions:

  • !attack: search site:attack.mitre.org
  • !jsr: jsr.io
  • !fast: moved to FastGPT
  • !javadoc: Java 23 API docs, docs.oracle.com/en/java/javase/23/docs/api/search
  • !startech: startech.com
  • dropout: dropout.tv

Kagi in the wild

Here is this week's featured social media mention:

Tag our account or use #Kagi when mentioning us in your posts!

 

Welcome Auraxians! 

In today’s letter we have a very special announcement for you! Server merge! That’s right, we’ve been working on testing this major shift and are excited to share the details with you. 

Before we discuss that topic, we want to address the serious matter of cheating in the game. We understand that online cheating has affected your gaming experience, and as we tackle this issue and crack down on hackers, your reports and feedback are immensely valuable.  

Our development team is committed to improving the game and providing you with the best possible experience. We are actively addressing these issues and appreciate your patience during this time. 


Merging Servers 

We are excited to share that we will be merging the Cobalt and Miller servers tomorrow! We believe that this will not only improve gameplay for our EU players by creating larger battles but will also forge new opportunities for cooperation and competition between players and outfits that may have never faced off before. 

Over the last three releases, we have been testing a character porting feature to ensure that no data or progress is lost in the server merge process. Our tests have shown that the porting is complete and lossless.  

Tomorrow, October 29 at 6am PDT / 2pm CET, we will do a database backup and merge both Cobalt and Miller. Please check the status of your characters on that day and do not make purchases with DBC for at least the first 2-3 hours after the servers merge. If we see feedback that something drastically went wrong, we will revert the database state back to the morning of October 29. 

Also, please notify your friends and outfit members of the upcoming server merge so that the process goes as smoothly as possible for everyone.  

The following are some FAQs that should help with the merge process: 

  • What will be the name of the merged server? 

    • We decided to keep "Miller" as the server name, home to both groups of players. 
  • What about the other servers? Are you merging those? 

    • We want to review the results of merging our EU servers first. If all goes well we will evaluate the options to merge more servers later. 

 

  • What happens if a player's name is already taken on one of the servers? 
    • Each player name is unique across all servers. There shouldn’t be any issues with your player name after the merge. 

 

  • Does Daybreak All-Access membership transfer? 
    • Daybreak All-Access membership should be unaffected as it is linked to your daybreak account. 

 

  • Will directive and mission progress transfer ok? 
    • Directive data should transfer just as fine, however we will monitor for any reports of missing data after the transfer. 

 

  • What happens with Outfits on either server? Do all outfits stack up and co-exist in one server after the merge? What if an outfit of the same acronym exists already on either server? 
    • Outfits should remain unaffected by the merge but as this is a major shift of player data, we will review the results after the merge for any issues. 

 

  • How long will the merge take? 
    • All servers will be offline for the merge process to complete which may take anywhere from 3 – 6 hrs. Please check our status on X for further updates. 

See you in-game! 

The PlanetSide 2 Team 

 

Leveling up our infrastructure

This Sunday at 6am UTC, we're making a step forward on our production infrastructure.

After years of faithful service, our original database server is being replaced with significantly more powerful hardware.

Expected downtime: 10 minutes

Protecting young minds: Enhanced video safety for families

Your children deserve better than clickbait and shock value. We're making it happen with advanced video controls.

Family account owners can now shape a safer, cleaner video experience for family members:

Authentic thumbnails

  • Replace misleading clickbait with actual video screenshots
  • See what you're really getting before clicking
  • End the bait-and-switch

Clean video titles

  • Choose between title case or lowercase formatting
  • Create a consistent, distraction-free experience
  • Focus on content, not hype

Example (click to enlarge):

To access these options, navigate to: Settings > Parental Controls (section: Video Search Settings) or click here.

Why this matters

Recent research confirms a disturbing truth: children's video searches frequently expose them to inappropriate content, violence, and frightening images. We believe our children deserve better. Kagi's new parental controls help parents better manage the video content their children are exposed to, reducing the risk of exposure to inappropriate content and creating a safer online experience for them.

Help us protect more young minds - share your thoughts on making this protection available more broadly to all plan types. In case you wonder why we did not make this option enabled by default - video thumbnails and titles serve as a marketing tools for content creators, and changing them unilaterally would introduce us as a biased intermediary on a matter that is still in the air. This could have a negative impact for publishers and potentially conflict with our mission to "humanize the web". It is a delicate issue, and this is why we had propagated the control over this to the user level, as with all personalization features in Kagi.

Custom Assistant Bangs

Launch your Custom Assistant instantly from anywhere with a Bang shortcut. Simply set your preferred command and you're ready to go.

This seamless integration means your Assistant is always just a keystroke away, whether you're researching, writing, or exploring new ideas.

Improvements and bug fixes

  • We fixed many issues causing interruptions with the Assistant. please let us know if you see any further issues.
  • Standalone bang shortcut ignores snap #5083 @tuesday
  • Timer shown for unrelated query #4103 @azdanov
  • Duplicate video results #4306 @loloriz
  • Z-index on icon covers tooltip #4849 @bebowilson
  • Custom bangs that override builtin bangs no longer work #5148 @avkiselev
  • Focus address field after clicking reverse image search button #4906 @tuesday
  • Override the ai downranking if you are searching ai images #5082 @Thibaultmol
  • Quick answer weird code block formatting #4770 @timo
  • Background for Advanced search in dark mode is too light #4586 @eirk
  • Keep focus on the search field upon accepting suggestion #4973 @xdc
  • Pricing page translation typo #4596 @Albi
  • !gflights incorrect target #5132 @Connor
  • Untimely redirect when typing a verse #5107 @X145678908765
  • Assistant: Option to use Shift+Enter to send prompt instead of just Enter #2121 @Value7609
  • Enhancement Request: Customizable Multiple AI Assistant Prompts with User-Defined !bang Commands #2183 @ZarK
  • Assistant input text box stubbornly places itself under the keyboard #4902 @gunslingerfry
  • New Assistant - Touch Issues on Mobile (Dynamic Viewport Resizing, Covering Sources) #4835 @silvenga
  • Microphone on assistant doesn't work #5105 @sleepysnooze
  • Assistant web search gets stuck #5025 @azdanov
  • Typo in the FAQ #5079 @duck

Join the Kagi revolution in the wild!

Here are all the cool places you can find us at:

Use #Kagi when mentioning us in your posts! Which brings us to this week's featured post from social media:

We also have a Kagi Community Discord server where you can join our community for real-time discussion about the product and chat with other Kagi users. There is also /r/SearchKagi on Reddit - steadily growing unofficial community.

Thank you for being a vital part of our journey - your support inspires us every day, and we can’t wait to see where this adventure takes us next! 🙏

 

@brjsp thanks again for submitting the concern here. We have made some adjustments to how the SDK code is organized and packaged to allow you to build and run the app with only GPL/OSI licenses included. The sdk-internal package references in the clients now come from a new sdk-internal repository, which follows the licensing model we have historically used for all of our clients (see LICENSE_FAQ.md for more info). The sdk-internal reference only uses GPL licenses at this time. If the reference were to include Bitwarden License code in the future, we will provide a way to produce multiple build variants of the client, similar to what we do with web vault client builds.

The original sdk repository will be renamed to sdk-secrets, and retains its existing Bitwarden SDK License structure for our Secrets Manager business products. The sdk-secrets repository and packages will no longer be referenced from the client apps, since that code is not used there.

This appears at least okay on the surface. The clients' dependency on sdk-internal didn't change but that's okay now because they have licensed sdk-internal as GPL.

The sdk-secrets will remain proprietary but that's a separate product (Secrets Manager) and will apparently not be used in the regular clients. Who knows for how long though because, if you read carefully, they didn't promise that it will not be used in the future.

The fact that they had ever intended to make parts of the client proprietary without telling anyone and attempted to subvert the GPL while doing so still remains utterly unacceptable. They didn't even attempt to apologise for that.

Bitwarden has now landed itself in the category of software that I would rather move away from and cannot wholeheartedly recommend anymore. That's pretty sad.

 

@brjsp thanks again for submitting the concern here. We have made some adjustments to how the SDK code is organized and packaged to allow you to build and run the app with only GPL/OSI licenses included. The sdk-internal package references in the clients now come from a new sdk-internal repository, which follows the licensing model we have historically used for all of our clients (see LICENSE_FAQ.md for more info). The sdk-internal reference only uses GPL licenses at this time. If the reference were to include Bitwarden License code in the future, we will provide a way to produce multiple build variants of the client, similar to what we do with web vault client builds.

The original sdk repository will be renamed to sdk-secrets, and retains its existing Bitwarden SDK License structure for our Secrets Manager business products. The sdk-secrets repository and packages will no longer be referenced from the client apps, since that code is not used there.

This appears at least okay on the surface. The clients' dependency on sdk-internal didn't change but that's okay now because they have licensed sdk-internal as GPL.

The sdk-secret will remain proprietary but that's a separate product (Secrets Manager) and will apparently not be used in the regular clients. Who knows for how long though because, if you read carefully, they didn't promise that it will not be used in the future.

The fact that they had ever intended to make parts of the client proprietary without telling anyone and attempted to subvert the GPL while doing so still remains utterly unacceptable. They didn't even attempt to apologise for that.

Bitwarden has now landed itself in the category of software that I would rather move away from and cannot wholeheartedly recommend anymore. That's pretty sad.

 

cross-posted from: https://lemmy.ml/post/21519137

I recently switched from a MBP to a Framework 16 as my primary laptop and one thing I immediately noticed was that I was unable to stop kinetic scrolls in Firefox by laying my fingers onto the touchpad. It'd just slide by unimpeded. You could work around this by counter-scrolling a little rather than holding still which is how I've been coping with it but it's suboptimal to say the least.
(As are many things in the Linux touchpad experience. Linux desktop developers really ought to use a macbook for a little to get a sense for how to do this properly.)

This was caused by Firefox' use of GDK3 to implement its windowing and input needs which does not support hold gestures.

GDK4 does support them but, as I understand it, a port of Firefox to GDK4 would be a ton of work and there isn't really much desire for it as GDK4 doesn't offer many real advantages over GDK3 as Firefox doesn't use classical GTK widgets or anything and only really uses it for basic input/output primitives.

A backport to handle hold gestures in GDK3 too was attempted but, in classic GNOME fashion, it was rejected.

The implementation now somehow gets events from the touchpad directly via wayland somehow from what I could gather but if it works, it works.

You can try this out in the latest nightly builds.

 

I recently switched from a MBP to a Framework 16 as my primary laptop and one thing I immediately noticed was that I was unable to stop kinetic scrolls in Firefox by laying my fingers onto the touchpad. It'd just slide by unimpeded. You could work around this by counter-scrolling a little rather than holding still which is how I've been coping with it but it's suboptimal to say the least.
(As are many things in the Linux touchpad experience. Linux desktop developers really ought to use a macbook for a little to get a sense for how to do this properly.)

This was caused by Firefox' use of GDK3 to implement its windowing and input needs which does not support hold gestures.

GDK4 does support them but, as I understand it, a port of Firefox to GDK4 would be a ton of work and there isn't really much desire for it as GDK4 doesn't offer many real advantages over GDK3 as Firefox doesn't use classical GTK widgets or anything and only really uses it for basic input/output primitives.

A backport to handle hold gestures in GDK3 too was attempted but, in classic GNOME fashion, it was rejected.

The implementation now somehow gets events from the touchpad directly via wayland somehow from what I could gather but if it works, it works.

You can try this out in the latest nightly builds.

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