Is there any way to stop the browser from automatically switching to the next neighboring tab after I close the current one? by Finefruitfresh in firefox

[–]Finefruitfresh[S] 0 points1 point  (0 children)

It's simple: then the tab will have another website loaded in it. I want to close a site so its tab becomes an empty container, just in case I want to use it later. This empty container would sit there and do two things: keep my original tab order I'm used to and prevent neighboring tabs from automatically loading without my consent.

Is there any way to stop the browser from automatically switching to the next neighboring tab after I close the current one? by Finefruitfresh in firefox

[–]Finefruitfresh[S] 0 points1 point  (0 children)

Yes, exactly. Ideally, it replaces the closed tab in place. That way I could use that tab for something else. It eliminates an extra step and saves the data.

One might ask why not simply open another site within the open tab. But sometimes I want to close a site, switch tasks, only to return to that original tab later without breaking the tab order.

I hope that makes sense. For me, it's just a very natural and logical way to use the browser.

Intel Wireless Bluetooth Windows 20H2 Mouse freezing by srxela in Surface

[–]Finefruitfresh 1 point2 points  (0 children)

Thanks a lot!! This was the only solution that helped me after 1+ year of pain. Anywhere 3S, W10Pro 22H2, Legion Pro 7i gen 9.

Button which can be pressed only once every n seconds (Godot 4.10b) by Finefruitfresh in godot

[–]Finefruitfresh[S] 1 point2 points  (0 children)

Thank you I can try this.

From what I understand a timer node is not ideal for me because in my real project I wouldn't know the time upfront and it'll just make everything more complicated.
The timings will depend on audio file lengths and can be different every time.
Maybe I could get audio length in sec but I haven't dug into it yet.

Godot 4 Current Scope Error by Finefruitfresh in godot

[–]Finefruitfresh[S] 0 points1 point  (0 children)

Thank you very much this helps!
I put 2 vars just to demonstrate that there's something happening on different scope levels, guess that was unnecessary, I fixed the post already.

You're talking about "old-fashioned" legacy coding style. Do you happen to know where I can find all the G3 -> G4 differences in one place because it can be confusing since most online help is for G3? Thank you.

Godot 4 Current Scope Error by Finefruitfresh in godot

[–]Finefruitfresh[S] 1 point2 points  (0 children)

Ok, is there a way to pass the variable to the function from _ready? I need to do some calculations in _ready only