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Cake day: Jun 06, 2023

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I don’t have a direct source other than the source code of the software they use: https://github.com/mautrix/signal

When using one of their “cloud hosted” bridges, the bridge software (that connects between Matrix/Beeper and other protocols) has to read all message content. Otherwise, it’s impossible to bridge to another protocol. E2EE becomes end (other users) to bridge (beeper) encryption.

With “local hosted” bridges, E2EE stays intact, but messages can’t be sent/received if the device hosting the bridge is unavailable.

In the future, with MLS (a different E2EE protocol), it could be possible to keep E2EE even when bridging to Matrix on cloud hosted bridges.


Depends on how it’s implemented. Anyone using a “media proxy” will see their discord bridged media probably fail to load (outside of possible caches) after a day. Anyone who has their bridge configured to reupload discord media to their homeserver should see no change.


Not just the “lack of APKs”, but the lack of a FOSS build. As you noted, it is possible to instal an AAB by extracting the APK(s) inside, but that doesn’t magically remove non-foss libraries.


The only build is an aab file. This is a Play Store bundle file, not an APK, so not directly installable in Android without the Google Play Store.

The only build being a Google Play release also indicates that non-foss libraries were likely included, such as the FCM libraries, as is common for GPlay releases of otherwise FOSS projects.

As far as I’m concerned, Element X for Android is not available yet, unless either building from source (with modifications to included libraries), or by using a non-FOSS version from GPlay.


Your iPhone 13 syncs slower over USB because Apple decided to stay on Lightning connectors, which use USB 2.0 on the other end. Although FireWire was faster back when it co-existed with USB, the USB standard has surpassed it a long time ago with more power, faster speeds, and better physical connectors.


VRChat in particular has been degrading in quality and experience ever since they needed to start pleasing investors. You can give it a try if you want, but there’s a lot of toxicity there. Platforms like ChilloutVR or NeosVR have a better (but smaller) community.

Although some titles like BONELAB or Pavlov do feel a lot more like “tech demos”, they are still great titles. Some desktop titles also have VR ports that are worth playing, No Mans Sky and The Talos Principle come to mind.

The modding scenes of a lot of games have good VR mods too, “Vivecraft”, if you’re into Minecraft. Subnautica has a good VR mod, Half-Life 2, Deep Rock Galactic, Outer Wilds, and much more.


Not when “Intel based Macs” go out of support. There is no way to run the M1/2 MacOS version without having Apple hardware.


Lets take the imaginary program Y. It is free open source software with the GPLv3 license. If Valve wants to include Y in SteamOS, they are free to do so. Any time Valve makes changes or fixes to Y, they are legally required to provide the source code of their changes, as stated in the GPL license included with Y.

A lot of programs have this license (or a similar one), which forces corporations to contribute back to FOSS projects.

Some Valve-made components in SteamOS are truly “SteamOS only”, but a good amount of fixes to non-Valve programs are submitted “upstream” (to the original project). Due to the nature of Linux, it might be possible to copy the few non-foss components in SteamOS and directly use them in another distro.

Alongside forced contributions due to licensing, Valve contributes a lot of code to “gaming” programs on Linux, such as Wine or DXVK. They also make some SteamOS components FOSS, including Gamescope for example. Valve is (currently) doing a lot of work “for the community” rather than for direct profit.

Mainly their creation of Proton, and contributions to DXVK and WINE have helped Linux gaming become possible on any distro.


It is up to the device manufacturer. Google develops Android Open Source Project (AOSP) and the Google apps and services (Google Play Store for example). This feature (afaik) is in AOSP.

Google developed the version in AOSP, which is open source. Device manufacturers are then able to change the code as needed. If a device manufacturer uses base AOSP with (nearly) no changes, the fix Google made will be applied when the AOSP update goes through the manufacturers build pipeline and to the device (on Google Pixel phones for example). For manufacturers that have a lot of changes compared to AOSP (Xiaomi, Samsung, and many more), they might have to create their own fix that works on their own version of Android, which takes a lot longer.

One of the reasons people run “Custom ROMs” on their Android phone is to be responsible themselves for updates and fixes instead of the device manufacturer.


The IP you registered with permanently, and 3 months or 3000 entries in my case.


The websocket API is being deprecated in 0.18.0 (next major release)


The same “rumors” exist about Matrix. According to some, “a lot of metadata is unencrypted”. While somewhat true, there’s literally no way to be able to deliver a message from person A to person B without knowing who the message is from and who it’s going to, especially on a decentralized platform. Most of the (not E2EE) metadata sent with an event in Matrix needs to be read by the homeserver, and thus can’t be E2EE.


Didn’t NVidia drop support for gamestream? To use that protocol with maintained software, iirc you need “Moonlight” on the device acting as your screen/controller, and “Sunshine” on your gaming pc.