Ivan Molodetskikh

Results 1291 comments of Ivan Molodetskikh

We're just not a game engine SDK and we don't have any scripting system that you could use to attach variables and expressions to shaders (and I'm not adding one...

Thanks for the ideas, interesting.

For a long-running custom shader on a window: - Add config boilerplate to niri-config. - Add shader boilerplate to `src/render_helpers_shaders/`. - You'll need to use an offscreen to draw windows...

I think if two builds are needed then a define would be better to avoid having to update both versions of the code every time.

Also cc @stefonarch for LXQt

Thanks, tested that PR. For anyone else, suggested config: ``` "wlr/workspaces": { "sort-by-name": false, "sort-by-coordinates": true, "on-click": "activate" }, ```

Fixed a few things; I believe this should be good to go on the niri side. Would be good to get more testing though.

Urgent is for urgency though (when a workspace has an urgent window). So yeah there's no way in ext-workspace to tell which monitor is focused. This is not a concern...

> The activate() capability is available but doesn't seem to actually do anything when sent. Not forgetting to send `commit()` afterward? > Also you should probably unset the activate capability...

sfwbar fixed all outstanding ext-workspace issues!