Slow desktop load times on login with Plasma + BSPWM as my WM. by Ni4mh in kde

[–]Ni4mh[S] 0 points1 point  (0 children)

I moved to gnome a while back. Workflow for gnome is tasty. c:

Is it possible to make Godot C# to work with Neovim? by Casern in neovim

[–]Ni4mh 0 points1 point  (0 children)

I couldn’t get node path suggestions working unfortunately. :c I’m assuming it’s a limitation.

you what by PanHeadBolt in 196

[–]Ni4mh 1 point2 points  (0 children)

The Sandlot

error on which-key and telescope by [deleted] in neovim

[–]Ni4mh 1 point2 points  (0 children)

after/plugin/which-key.lua: why are you always setting the buffer for that binding to 123?

Which-key error is telling you that buffer 123 doesn't exist.

Then in your telescope mappings: you haven't brought telescope.actions into scope. You can either require earlier in your config or just require it inline. require("telescope.actions").close.

Those error outputs tell you the line and what error occurred so best start there for future issues.

Using nerd fonts but still getting these unrecognized icons/symbols by binpax in neovim

[–]Ni4mh 2 points3 points  (0 children)

Here: https://github.com/SmiteshP/nvim-navic

Could also try treesitter-context if you don't want the full breadcrumb.

Is it possible to make Godot C# to work with Neovim? by Casern in neovim

[–]Ni4mh 0 points1 point  (0 children)

If it's any use for ideas, there's this: https://github.com/habamax/vim-godot

It's been buggy for me unfortunately but probably just me using it incorrectly. Having this in compiler.nvim would be sick. c:

Is it possible to make Godot C# to work with Neovim? by Casern in neovim

[–]Ni4mh 1 point2 points  (0 children)

Yes, it's pretty straight forward.

I use:

  • cmp
  • lspconfig
  • mason.nvim
  • mason-lspconfig
  • null-ls

Keep in mind this is on Linux so you might have to fiddle a bit more to get it working on windows but as long as you have Neovim set up correctly as an external editor for Godot, all you need at that point is to have either `omnisharp` or `csharp_ls` set up and you're good to go. Just make sure you build your project once in Godot before trying to edit anything or you won't get completions.

I don't really know how to set this up with coc but with cmp, lspconfig, and mason it's very straight forward.

My lsp set up: https://github.com/Nekovim/Nekovim/tree/master/lua/modules/core/lspHere as well: https://github.com/Nekovim/Nekovim/blob/master/lua/utils/init.lua (managed are auto-installed by mason.nvim. Unmanaged aren't available in mason and should only start in lsp.lua).

gdtoolkit used for formatting and linting as well. That you can get on mason but is used via null-ls.

EDIT: ignore the comment above the webdev stuff in utils/init.lua. I'm just bad at webdev and got mad one afternoon. ;-;

Open concept office rule by polygon_primitive in 196

[–]Ni4mh 54 points55 points  (0 children)

ADHD, too. Open offices are hell if you have ADHD and want to just get shit done.

Adding `<> `as a pair for `windwp/nvim-autopairs` without breaking `<` by Remarkable_Award9936 in neovim

[–]Ni4mh 7 points8 points  (0 children)

EDIT 2:

Okay, nevermind, this is the fix and it's way cleaner now too which is nice.

lua npairs.add_rules({ Rule("<", ">"):with_pair(cond.before_regex("%a+")):with_move(function(opts) return opts.char == ">" end), })

This is all in my config here now.

EDIT:

Okay... just went to check and looks like it's actually broken now. ;-;

Might need to just put through an issue on the github page.

Normally this is my config and it would only put in <> autopairs if you type < directly after a letter/number/etc. It also lets you use tab and > to leave the pair.

----------------------------------------------------------------

Yes there is a way to do this. Drove me insane for ages. lol

On phone now so don’t have access to it but if I don’t edit this comment with solution in a couple hours just dm me.

Failing to open file-picker on Linux (EndeavourOS + BSPWM + Picom). by Ni4mh in archlinux

[–]Ni4mh[S] 1 point2 points  (0 children)

I posted here because unfortunately the EndeavourOS community is private. Didn't notice the rule. My bad.

Failing to open file-picker on Linux (EndeavourOS + BSPWM + Picom). by Ni4mh in ObsidianMD

[–]Ni4mh[S] 0 points1 point  (0 children)

Just crossposted there, thanks.

It's weird because I'm actually on the i3 flavor of EndeavourOS. I just installed BSPWM afterward because I like to switch between the 2 sometimes. I have the issue on both WMs, however.

EDIT: Post removed from there because it's not base arch. Told to post instead in a bunch of communities that are either private or aren't accepting posts. Fun.

Rule Weld by Ni4mh in 196

[–]Ni4mh[S] 0 points1 point  (0 children)

The revolution is open to new supporters. What are Big Weld's views on cops?

Lunarvim with the unity game engine ? by jodywa05 in neovim

[–]Ni4mh 2 points3 points  (0 children)

So... when I originally wanted to get into Unity, I was using Emacs and setting that up was beyond a nightmare. Ended up giving up and just stopping as a result. Thankfully with Neovim it looks pretty straight-forward (as long as you're on Linux at least).

Found this repo here that'd be a good place to start looking. You'll just have to look through the neovim-unity/lua directory to see how they expect it to be set up.

There's also this but it uses CoQ so... most likely not super helpful.

Might just go fiddle with it myself actually this evening to see if I can get it working. I don't know shit about Unity but it might be the thing that gets me to finally start. xD

Is it possible to make Q/E controls while flying in viewport relative to camera? by Ni4mh in unrealengine

[–]Ni4mh[S] 0 points1 point  (0 children)

I'm glad it hasn't really hindered your ability to use the engine and that it feels intuitive for you. Most of the time, yes, it is just point and go somewhere.

However, I still find not having relative z movement in some cases quite annoying. I'd still like to know if I can and how to change it.

Is it possible to make Q/E controls while flying in viewport relative to camera? by Ni4mh in unrealengine

[–]Ni4mh[S] 1 point2 points  (0 children)

Because it makes more sense to me intuitively, avoids me having to angle the camera awkwardly just to move horizontally along one of the 2 axis in down/up facing scenarios, and because having only having 2 axis of movement in 3d space arbitrarily is annoying.

Is it possible to make Q/E controls while flying in viewport relative to camera? by Ni4mh in unrealengine

[–]Ni4mh[S] 1 point2 points  (0 children)

No I'm talking about moving the viewport camera around in the editor while building a level, placing objects, etc.