![](https://lemmy.world/pictrs/image/2b20b0f1-bb44-44b4-b293-55c01b2a2ab0.png)
![](https://lemmy.world/pictrs/image/249933e1-0f85-4d77-8e92-318524504b37.jpeg)
very cautious sneef 😊🥰
grow a plant, hug your dog, lift heavy, eat healthy, be a nerd, play a game and help each other out
very cautious sneef 😊🥰
through the vents, yeah. It takes a bit of getting used to, and even then, it can take a couple of attempts. Nice to have the quasar cannon as a backup, as you can just blast a vent with that in a pinch to take it out (or an eagle airstrike if I’m getting impatient).
That said, I find it mega difficult to throw my impact grenades in there lol.
The picture with your pup is especially sweet. Glad mum came back for the bebi.
And the Linux / Unix-specific ecosystem & technology arguments therein.
oh look at that lil snoot 😊🥰
I’m super basic. I find it hard to switch away from the sickle, the prospect of infinite ammo is very strong. I want to use other weapons, I hate the look of the sickle, but every time I try I get a little frustrated with managing ammo and my reloading habits in other games make the ‘drop mag mechanic’ particularly punishing. I feel like its exceptionally accurate with (kB+m) and despite the spin up mechanic, I can put down heavier bots with 2-3 controlled headshots. You can kind of semi auto fire it if you tap the mouse. Too versatile for me to swap out.
Love the grenade pistol secondary for clearing our fabricators and bug holes. Comes in handy for displacing scout striders in a pinch.
Quasar cannon is also way too versatile of a weapon for me to leave behind. A fast traveling, hard hitting long range projectile with a straight trajectory? No ammo management? Forget about it. I’ve been playing with MGs more for bug missions, mind you.
I use the light armour set that has a padded bonus because movement speed is addictive.
For 40 minute missions and blitz, I tend to go Eagle airstrike (objective or crowd control), Orbital railcannon (heavy enemies in an emergency), bubble shield (am basic, I told you), and support weapon.
For eradicate and defend high value whatever missions, I use the thick armour with the padded bonus (looks like a bulldozer from payday 2), mortar sentry, 380mm orbital barrage, eagle airstrike, maybe a support weapon.
There is a developer facing video on how to enable and enrich timeline events: https://www.youtube.com/watch?v=YwBD0E4-EsI
Though I’m not sure yet in whether timeline events are automatically created from existing game aachievement scenarios etc.
Where did I say they were harvesting data?
I’d presume through the same mechanism leveraged for achievements:
Timeline and Event Markers
The Steam Timeline appears whenever you’re actively recording. Timeline-enhanced games generate event markers as relevant game events happen. Steam achievements and screenshots automatically create markers as well.
ISVs can enhance this as desired:
In addition to being able to record any game you’re playing, timeline-enhanced games are games that can proactively notify Steam when relevant events happen. These events are represented along the timeline with details specified by developers.
I’d think this could have broader reach than nvidia highlights depending on how easy it is to work with.
The national grammar rodeo (in Canada)
I feel this. I strongly associate that design language they had with my studies.
Very sunny and relatively care free 😅
I can see this being pretty clever. Valve will be able to interpret a bunch of game event data for smart capture.
Do you have examples of the first one? Is this like, the designs we saw on the original Google now cards?
my best guess would be “cat related things”
Someone suggested to me the other day that safetynet was now (or will soon be) deprecated. I’m not sure what the situation is with regards to attestation, though I sort of dread to think about what will replace it.
Don’t you love how they named their assistant after a (by that point, canonically) rampant AI?
I’m also experiencing this intermittently with a pixel 7 and android 14.
Stacktrace
java.lang.NullPointerException: Attempt to invoke virtual method ‘java.lang.Class java.lang.Object.getClass()’ on a null object reference at androidx.compose.ui.graphics.layer.LayerManager.persistLayers(Unknown Source:118) at androidx.compose.ui.graphics.AndroidGraphicsContext$componentCallback$1$onTrimMemory$1.onPreDraw(Unknown Source:16) at android.view.ViewTreeObserver.dispatchOnPreDraw(ViewTreeObserver.java:1176) at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:4029) at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:2718) at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:9937) at android.view.Choreographer$CallbackRecord.run(Choreographer.java:1406) at android.view.Choreographer$CallbackRecord.run(Choreographer.java:1415) at android.view.Choreographer.doCallbacks(Choreographer.java:1015) at android.view.Choreographer.doFrame(Choreographer.java:945) at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:1389) at android.os.Handler.handleCallback(Handler.java:959) at android.os.Handler.dispatchMessage(Handler.java:100) at android.os.Looper.loopOnce(Looper.java:232) at android.os.Looper.loop(Looper.java:317) at android.app.ActivityThread.main(ActivityThread.java:8592) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:580) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:878)
END of stacktrace
Thread info
Name: main ID: 2 State: RUNNABLE Priority: 5 Thread group name: main Thread group parent: system Thread group active count: 40 Thread time: 0 hr 2 min, 25 sec
END of thread info
Device info
Report ID: ba4f523e-a62e-4f16-9748-641ba37e3b34 Device ID: 98bcbcd13ed07858 Application version: 69 Default launcher: com.android.settings Timezone name: Greenwich Mean Time Timezone ID: Europe/London Version release: 14 Version incremental : 24508000 Version SDK: 34 Board: panther Bootloader: cloudripper-14.5-11677884 Brand: google CPU ABIS 32: N/A CPU ABIS 64: arm64-v8a Supported ABIS: arm64-v8a Device: panther Display: AP2A.240605.024.24508000 Fingerprint: google/panther/panther:14/AP2A.240605.024/11860263:user/release-keys Hardware: panther Host: tuotanto.eu.calyxos.net ID: AP2A.240605.024 Manufacturer: Google Product: panther Build time: 1718293084000 Build time formatted: 13-06-2024 16:38:04 Type: user Radio: g5300q-240308-240517-B-11857457,g5300q-240308-240517-B-11857457 Tags: release-keys User: cdesai User IDs: N/A Is sustained performance mode supported: No Is in power save mode: No Is in interactive state: Yes Is ignoring battery optimizations: No Thermal status: STATUS_NONE Location power save mode: MODE_NO_CHANGE Is device idle: No Battery percentage: 32 Battery remaining time: N/A Is battery charging: No Is device rooted: No CPU Model: N/A Number of CPU cores: 8 Up time with sleep: 76 hr 9 min, 36 sec Up time without sleep: 25 hr 12 min, 37 sec
END of Device info
Exit reasons
Exit reason #1
Description: crash
Importance: FOREGROUND
Reason: CRASH
Timestamp: 22-06-2024 21:27:36
END of exit reason #1
Exit reason #2
Description: REMOVE TASK remove task
Importance: CACHED
Reason: USER_REQUESTED
Timestamp: 22-06-2024 14:59:49
END of exit reason #2
Exit reason #3
Description: crash
Importance: FOREGROUND
Reason: CRASH
Timestamp: 21-06-2024 23:02:27
END of exit reason #3
END of exit reasons
Application info
App name: Jerboa Version code: 69 Version name: 0.0.69 Package name: com.jerboa Short package name: jerboa Flavor: N/A Signatures: KvQuis6lLSzWNkzLFfVFwtoVsyk= Is debuggable: No First installed: 05-09-2023 18:30:11 Last updated: 14-06-2024 19:00:56 Requested permissions: android.permission.ACCESS_NETWORK_STATE, android.permission.INTERNET, android.permission.READ_MEDIA_AUDIO, android.permission.READ_MEDIA_IMAGES, android.permission.READ_MEDIA_VIDEO, com.jerboa.DYNAMIC_RECEIVER_NOT_EXPORTED_PERMISSION, android.permission.READ_MEDIA_VISUAL_USER_SELECTED Default prefs: N/A Default prefs: N/A
END of Application info
Currently running foreground/background processes
N/A
END of running foreground/background processes info
Love a bit of modded valheim but that audio quirk is fucking annoying.
I’ve not observed the same with other unity games featuring native Linux builds, it’s likely specific to the engine version they use?
I try that and still manage to fuck up 😅