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Naitrate / wine-11.4-wintab-twist.patch
Created November 6, 2026 23:18
Wine 11.4 winex11 wintab: report pen barrel rotation (orTwist) - for CSPenguin / Clip Studio Paint
winex11.drv/wintab: report pen barrel rotation in pkOrientation.orTwist
Wine's X11 Wintab code never reads the sixth XInput valuator, which carries
barrel rotation (Wacom Art Pen via xf86-input-wacom, or any rotation-capable
tool under Xwayland), so Wintab apps always see orTwist = 0. This patch converts
that valuator, (degrees + 90) * 5 in -900..899, to orTwist in tenths of a
degree, 0..3599.
Tested with Wine 11.4 (Kron4ek vanilla build, as used by CSPenguin-Installer),
Clip Studio Paint, KDE Plasma Wayland / Xwayland 24.1.14.
@Naitrate
Naitrate / config_nodes
Last active June 15, 2024 17:19
Waydroid Boot Loop Issue (When using AMD APU)
lxc.mount.entry = tmpfs dev tmpfs nosuid 0 0
lxc.mount.entry = /dev/zero dev/zero none bind,create=file,optional 0 0
lxc.mount.entry = /dev/null dev/null none bind,create=file,optional 0 0
lxc.mount.entry = /dev/full dev/full none bind,create=file,optional 0 0
lxc.mount.entry = /dev/fuse dev/fuse none bind,create=file,optional 0 0
lxc.mount.entry = /dev/tty dev/tty none bind,create=file,optional 0 0
lxc.mount.entry = /dev/char dev/char none bind,create=dir,optional 0 0
lxc.mount.entry = /dev/video0 dev/video0 none bind,create=file,optional 0 0
lxc.mount.entry = /dev/video1 dev/video1 none bind,create=file,optional 0 0
lxc.mount.entry = /dev/video2 dev/video2 none bind,create=file,optional 0 0
@Naitrate
Naitrate / MyProblemsWithUnrealEngine.md
Last active September 24, 2025 04:00
My problems with Unreal Engine and how developer and PC oriented features have been neglected over the years.

Here's my biggest issues with Unreal Engine at the moment, and subsequently, games (especially UE games on PC) that use it:

  • For starters, the default settings for Unreal projects are hilariously bad, some of which are exposed deep in the editor settings, the others requiring config tweaks on the developer's side.
    For example, every Unreal Engine project ships with Vert- FOV scaling by default (As a massive middle finger to ultrawide users, despite how trivial it is to fix), and also has mouse smoothing and sensitivity that scales based on the FOV enabled (resulting in mouse input feeling wonky, this was actually one big complaint people had with Atomic Heart's release). The former is a problem because it causes the FOV to zoom in the wider the resolution aspect ratio *(While keeping the intended horizontal space by ad