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### Did you check docs and existing issues?
- [x] I have read all the which-key.nvim docs
- [X] I have updated the plugin to the latest version before submitting this issue
- [X] I have searched the …
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currently we use a attribute proc macro `primary_key` for the pk field of record struct. (line 3)
```rust
#[tonbo_record]
pub struct User {
#[primary_key]
name: String,
email: Option…
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### Check for existing issues
- [X] Completed
### Describe the feature
I tend to edit my macros in Vim but this feature is missing from Zed.
Macros are recorded in registers in Vim, but if I rec…
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### Is there an existing issue for this?
- [X] I have searched the existing issues
### Description of the Issue
I tried to create a simple macro to use repeatedly in a text file. The steps recorded…
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### Did you check docs and existing issues?
- [X] I have read all the flash.nvim docs
- [X] I have updated the plugin to the latest version before submitting this issue
- [X] I have searched the exis…
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Originally by @theSloopJohnB, as keyboardio/Kaleidoscope-Macros#13.
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It is currently possible (v2.15.1) to load macros with invalid names if the .vi file is altered by hand.
It would be useful to flag them as such in the View Macro Values dialogue box.
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We should be able to record a series of steps to modify or export a sprite, save those actions, view the list of actions, modify it, or load and re-execute the actions.
Each step should be configurab…
dacap updated
2 years ago
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### Platform
Windows
### Version
v.1.9.0
### Describe the bug
It's basically teleports the player into zero position in some frames and doesn't set the exact position where the player h…
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So, there is a button called "Auto Save Macro on Completion" (or a better name).
When you turn it on, the game automatically record the macro with the current fps/tps.
And if you die, nothing happ…