Communick News

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Communick is a professional, privacy-focused service provider who supports open source and the indieweb. We support back the fediverse and the developers by pledging 20% of our yearly profits to the main development teams.

All users from this instance are expected to follow the Code of Conduct.

At the moment, only the admins can create communities. We are still figuring out what type of content we would like to provide here, but the general guideline is that we want to build a home of good discussion about culture, sports, and anything that can inspire and elevate our spirits.

Communick also provides managed hosting for Lemmy instances if you want to run your own.

For further questions, try our support.

founded 2 years ago
ADMINS
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I found this article from earlier this year: https://blog.discourse.org/2025/04/discourse-and-the-fediverse/

However, I haven't come across that much content from Discourse platforms over here on Lemmy/Piefed. Is there more work to do with the plugins, or should we work with organizations running Discourse to help them connect with us?

For example, the threadiverse communities for OpenStreetMaps is relatively small, and being able to see / contribute to community.openstreetmap.org would be amazing.

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Re-using old silicon means that dropping “old” GPUs can affect “new” products.

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Meme credit to the fine minds at ar15 dot com

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When the OHIP claim for a newborn dying at a Toronto-area hospital was rejected, Dr. Jane Healey faced a difficult choice: forgo her pay or ask the grieving parents to go stand in line at Service Ontario.

The baby died of a genetic condition after 10 days, Healey said. In the end, she decided against bothering the family.

“That means that we aren't remunerated for some of that very difficult, highly emotional work that stays with you,” she told CBC Toronto.

And, Healey says she isn’t alone.

OHIP billing issues have become a sticking point for physicians as they work to finalize a new compensation deal with the province. Last month, an arbitrator directed the two sides to come up with solutions quickly.

Over 99 per cent of claims are paid automatically as submitted, “reflecting the system's productivity,” said Health Minister Sylvia Jones's spokesperson, Ema Popovic.

That’s true, the Ontario Medical Association acknowledges. But there are over 200 million claims that get processed every year — meaning about 1.16 million claims are rejected annually.

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Both patches in the November 2025 Android Security Bulletin have been included since our September 2nd release. It's now known that our 2025090200 and later releases provided the 2025-11-05 Android security patch level early due to shipping extra patches.

https://source.android.com/docs/security/bulletin/2025-11-01

It's because these two patches were included in the full September 2025 bulletin patches we shipped but were made optional until November 2025.

Later in September, we started our security preview releases able to provide Android Security Bulletin patches around 2-3 months early.

Our security preview releases currently have the December 2025 and January 2026 patches.

December 2025 has a huge set of patches due to being a quarterly patch level. January 2026 will likely be empty.

We should have quarterly March 2026 patches to ship within a couple weeks.

Due to having early access to the patches which we can use for our security preview releases, we've been able to determine that a subset were pushed to AOSP and other projects prior to the official embargo ending which means we'll be including those in our regular releases soon.

Our security preview releases shipped all available December 2025 security patches in September 2025 and have continued adding the remaining patches. It should be frozen soon, but most of the patches have remained the same since September. Some were deferred to future bulletins.

The new security patch system being used by Android is confusing for users and bad for the security of anyone not using GrapheneOS with our security preview releases. We could have set the patch level string to 2025-11-01 in early September but in this case we didn't do that.

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I had this girlfriend "K". K was always breaking up with me over something or just overall being distant. She, today, told me she's not good at showing affection and is not ready to have a boyfriend. She said she would like to be good friends with me, though. :)

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A chance to experience this classic RPG in a new way, with a turn-based mode coming to the original Pillars of Eternity on November 5th in Beta. The date and a new trailer was revealed today by Obsidian Entertainment.

The second game already has it, and so they're bringing it over to the first game but with some improvements based on previous feedback that includes:

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Just curious what this is? Spotted in suburban northeast US. Didn’t see anything wlse like it around but maybe I just missed them.

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Honk (lemmy.dbzer0.com)
 
 
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fight club rules (sopuli.xyz)
submitted 9 hours ago* (last edited 9 hours ago) by SSUPII@sopuli.xyz to c/lemmyshitpost@lemmy.world
 
 
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...Kimberly-Clark is buying Kenvue in a nearly $50 billion cash and stock deal...

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Queued up in a TIP branch ahead of the Linux 6.19 merge window opening in about one month's time is optimizing the Restartable Sequences "RSEQ" code for its exit to user-space code path.

Intel Fellow Thomas Gleixner of Linutronix worked on a set of patches recently for optimizing the exit to user-space path for Restartable Sequences, the functionality for efficient access and manipulation of per-CPU data structures by user-space.

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cross-posted from: https://sh.itjust.works/post/49151220

I wanna get into it! Again!

Grapple Dogs: Cosmic Canines is the follow-up to 2022's Grapple Dog. The story picks up where the first game ended, with protagonist Pablo being recruited to save the world using his excellent grappling skills. This time, we meet a new character, Luna, who is playable alongside Pablo.

The grappling hook-focused platformer gameplay is back as well, where your speed and agility depend on your ability to swing to build up momentum.

In this example, Pablo jumps up and throws his grappling hook to reach for a balloon.

You might see the bright colours, high-resolution pixel art, and lively energy, then remark, "this is like those Flash games Nitrome used to make!" That's what I thought as well when I discovered the previous game in the series, Grapple Dog. It turns out that the main developer, Joseph Gribbin, used to work for Nitrome, so that makes sense!

Top dog theming

Grapple Dogs: Cosmic Canines is a little more serious in tone but is still overall a simple, light-hearted 2D platformer story. This time around, the story gets bigger and the stakes get higher. There are more high-resolution cuscenes, they're more elaborate, and they're sometimes even animated. Pablo joins the fight against a multiversal threat, right after the ending of the first game and an off-screen wardrobe update.

He wore this hard-to-interpret blue sleeveless jumpsuit outfit in Grapple Dog, but in this game, he's wearing a proper shirt and coat with pants and distinguishable shoes.

I appreciate the more imaginative level theming this game presents. The first game relied on safer concepts for level themes — you know, beach, ice, forest, those kinds of themes. The elemental abilities introduced in this game made me expect more of the same for Cosmic Canines, but that pleasantly turns out not to be the case. You get to visit places like a futuristic monkey world, a noir cat world, and a frog dictatorship world.

The futuristic monkey world is bright and filled with monkey-themed digital billboards, in front of a backdrop of skyscrapers. The noir cat world is gloomy with its black-and-white graphics and old-fashioned decor. The frog dictatorship has military camps out in the rain, guarded by armoured frogs.

Instead of having only one of these settings for each chapter, Cosmic Canines goes for variety. This is a multiverse we're saving, after all! Each chapter features multiple worlds, which sometimes reoccur between chapters.

Hanging with Luna

The most obvious addition to this game is Luna, a new playable character and the deuteragonist of the story. She and Pablo begrudgingly meet after they both respond to the call to protect the multiverse. The game has you playing as both characters in an even split, with half of the levels for Pablo and half for Luna. Like Pablo, she is indeed a dog and has a grappling hook, but otherwise has different abilities. And also a gun.

Luna fires a gun, leaving a beam of flashes with a blast on the wall.

Luna introduces shooting gameplay to the Grapple Dog formula, with free 360° aiming. I find her controls more complex than Pablo's because her gameplay involves aiming and shooting in addition to grappling. Her levels also have a greater focus on combat and precision platforming compared to Pablo's, which focus more on swinging and maintaining speed. It sometimes feels like she only grapples as a commitment to the title of the game.

Luna also marks the first time I've ever decided to play a game by alternating between a controller and keyboard/mouse! Pablo's controls are exactly what I was used to from the first game, so I stuck to playing as him with a controller. In contrast, I found platforming and aiming at the same time to be easier with a keyboard and mouse, so I use those when I play Luna's levels.

Introducing Luna as another protagonist gives the game the opportunity to have more character interactions that are more substantial. There wasn't too much for Pablo to talk about in the first game. We even get a bit of character development for both protagonists in an otherwise straightforward, light story.

Luna crosses her arms, grumpy. Pablo: "Okay, for sure! Don't let me interrupt your brooding time!"

Swing to this beat

Pablo swings with his attached grappling hook. Get it? Swinging?

The soundtrack of the first game was great and that continues to this game. We can thank Queenjazz for this, who returned to make the soundtrack for Cosmic Canines, this time accompanied by WangleLine and HYPHA. I'm fond of the funky, sample-heavy style, which reminds me of the soundtrack of Jet Set Radio.

I actually discovered the first game, Grapple Dog, through Queenjazz. I found her in the music credits of Hypnospace Outlaw, looked up what other music she's made, and saw the soundtrack of Grapple Dog there.

Sequel hooked

As a sequel, Grapple Dogs: Cosmic Canines grapples with the same kinds of things that challenge all sequels. In its case, rather than being just a pack of additional levels, it chooses to expand on the mechanics of the first game and ramp up the difficulty faster. However, it still has to devote teaching time for the players who didn't play the first game.

Compared to the first game, there's less of a focus on pure grappling hook platforming, like needing to build up really fast jumps and swings or testing your agility with tricky grapple point placements. Grappling is obviously still around and critical to the game, but the levels devote more of their "difficulty budgets" on challenging you with the newly introduced abilities. For example, Luna has a very long dash in the place of Pablo's ground pound. Her levels, then, have a lot of large gaps to cross or walls of hazards to dodge using that dash.

In this case, Luna dashes in a straight line, through an area that's mostly empty except for sawblades at the edges, to collect an item.

With this expanded story and scope, I see parallels with Portal 2's position as a sequel to Portal. Like with Portal 2, Cosmic Canines is a bigger adventure with more to do, but as a result, it loses some of the simplicity and purity of the first game. It does make callbacks to its history, with some mechanics from the first game reappearing, but each of those only reappear once. Overall, though, I don't see this as such a tragedy: there's more to enjoy in Cosmic Canines than in the first Grapple Dog. Nothing from the first game is really gone in the move to this one.

One thing I did notice as a Grapple Dog veteran is that this game feels easier overall. Time trial and bonus level requirements seem to be a lot more forgiving than the previous game. Additionally, you had only four hit points in the first game, but that's now upgradeable to eight, which lets you play a lot more recklessly. This doubled health is especially handy for getting fast times in the time trials. Why navigate around the spikes when you can just eat the damage and jump through to the other side in half the time? It was really only in the post-game levels where I felt the pressure to be careful with my health.

It's hard for me to tell if this game feels easier because I already had a lot of experience from the first game or because this game really is less difficult. The frist Grapple Dog did get some criticism for being too hard, so Cosmic Canines could have been designed in response to that.

Also, there's a level editor! I'm not much of a level designer, but it's cool that I can have even more Grapple Dog to play.

Finish line

Just completing the campaign doesn't take too long. A basic run will get you to the weak ending, which has a cliffhanger and some incomplete character development. If you want the good ending, though, you'll have to be more thorough in collecting items and getting good times in the campaign levels. That will unlock a series of post-game levels called the Trials of Egress. These levels are especially lengthy and difficult and will demand a deeper understanding of the game's mechanics.

And there's still more! There are secrets all over the game that you can only access by cleverly using game mechanics in ways the game otherwise never tests you on. You'll need to figure those out for 100% completion.

And yes, you can pet the dogs.

They react differently to a headpat. Pablo enjoys it, while Luna looks at you disapprovingly.

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Washington Commanders linebacker Frankie Luvu has been suspended without pay for one game due to repeated violations of playing rules that protect the safety and health of players, the NFL announced Monday evening.

Luvu was sighted for a hip-drop tackle during Washington's loss to the Seattle Seahawks on Sunday night, his third hip-drop infraction of the season. The Commanders veteran intends to appeal the suspension, NFL Network Insider Tom Pelissero reported. If Luvu's suspension is upheld, he will be docked his $508,333 game check.

"During the first quarter of the Seattle-Washington game, Luvu violated Rule 12, Section 2, Article 18 (a)(b), which states that: 'It is a foul if a player uses the following technique to bring a runner to the ground: (a) grabs the runner with one or both hands or wraps the runner with both arms; and (b) unweights himself by swiveling and dropping his hips and/or lower body, landing on and/or trapping the runner's leg(s) at or below the knee,' the league statement read, in part.

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