Any developers using bash/zsh shell and git can use this code snippet to effectively git fetch when entering a directory:
function chpwd {
GIT_ROOT=$(git rev-parse --show-toplevel 2>/dev/null)
if [ -n "$GIT_ROOT" ]; then
FETCH_STAMP_FILE="$HOME/.cache/chpwd_git_fetch_$(echo "$GIT_ROOT" | tr '/' '_')"
if [ ! -f "$FETCH_STAMP_FILE" ] || [ $(find "$FETCH_STAMP_FILE" -mmin +10) ]; then
({ git fetch --all --quiet && touch "$FETCH_STAMP_FILE"; } > /dev/null 2>&1 &)
fi
fi
}
This snippet acts like a lightweight background updater, seamlessly integrating with your shell navigation to keep your local metadata fresh, reduce manual fetches and out of date merges. #til
Related
JAI is a new sandbox for AI agents. It has installation instructions for Arch Linux, but I managed to compile it on Ubuntu 24.04 using a little help from LLM, creating these instructions in the process. After setup, you just prefix the cli command with jai. Read about the security model#til
Remembered about this hidden browser.compactmode.showFirefox about:config setting, enabled it in Customize toolbar... and added a few tweaks to my userChrome.css file. Considering the browser is open all day for me, it's worth optimising the environment a little for open tabs. #til#firefox
/* make it easier to find active tab */
.tab-background {
&:is([selected], [multiselected]) {
border-top: 1px solid #444 !important;
}
}
/* thinner pins, even in compact toolbar mode */
.tab-content {
padding: 0 4px !important;
}
/* remove space between tabs */
.tabbrowser-tab {
padding: 0 !important;
}
#til In #Godot when you attach a node with a scale as a child of one that doesn't support scale (Node vs Node2D for example), there is a flicker as the card is rescaled. Convert the node to a scale supporting type to fix this.
#til In Godot, if a scene is instantiated at design time and a child is added to it, does the child belongs to the scene whose tree is currently open, or the scene it's attached to?
When duplicating a node (including a scene) at runtime it is the node tree where the node sits that is duplicated, so it includes the child. But if the scene is marked as a InstancePlaceholder, and create_instance() is called at runtime, it creates a instance of the scene, and any attached children have to be duplicated and attached to the instance with code. #Godot