the “what” is interesting on interfaces or when you generate documentation with some tool like sphinx or javadoc.
the “why” is interesting when you are somewhere inside a class or function and do something in a “strange” way, to work around a quirk in the codebase or something like that, or when you employ optimizations that make the code harder to read or atleast less obvious why somethings are done.
subscribers and something called bits of which i dont know the purpose.
good Tester.
If something stupid can be done, it will be done.
the touchpads atleast feel like the ones on the steam controller.
flickstick is a control scheme where your stick only controls the camera horizontaly, so if you push the stick down you’ll spin 180° if you push it to the right you’ll turn until your character faces to the right and so forth.
deck is mostly more input options (right stick, d-pad, 4 back buttons instead of 2).
the biggest difference is the placement of the touchpads imho, as i cant use both shoulder buttons and the touchpad on a side without adjusting my grip, but that only mattered in shooters for which i use flickstick on the deck and not the right touchpad.
for receipts and such paperless ngx is good. that won’t track your repairs or inform of you of likely maintenance problems, but that and a spread sheet sounds like a good start.
https://github.com/docker-mailserver/docker-mailserver should be able to do it.
if i remember this in 6 weeks i’ll check the setup at work.
“previous entries” are previous entries in the discussion thread series.
but atleast for doom 1, 2 and 2016 i can say that the ost gets me pumped, so there is that :D