

Doesn’t look like it, from their docs:
Non-goals
Patching. Difftastic output is intended for human consumption, and it does not generate patches that you can apply later. Use diff if you need a patch.
Doesn’t look like it, from their docs:
Non-goals
Patching. Difftastic output is intended for human consumption, and it does not generate patches that you can apply later. Use diff if you need a patch.
I love how distinctive the art style is, but also how the gameplay rewards you for paying attention to the world and design.
Personally my peak VR experience has been playing the Outer Wilds with a PC VR mod, but very hardware dependent to get decent framerates.
Wanderer might be a good option for you if you’re looking for a puzzle game with a bit more story meat to it.
I think a lot of VR games end up short and sweet not just for technical & cost limitations but because the extra effort and intensity of the VR experience means players can get burnt out on longer story focused games. I remember Valve talking about how they had to really change up the pacing of their standard formula when they were developing Half Life: Alyx.
Luckily you can turn it off and use the standard ‘add’ workflow. I did that almost reflexively when I started trying to use jj. (snapshot.auto-track)
However, over time, and once I got the .gitignore fully set up for bigger projects, I’ve come around on re-enabling autocommit for more of my repos. It does flow pretty naturally once you have an established process. I find it enables both better ‘undo’, and more seamless context-switching.
You can also set a more specific snapshot.auto-track on a repo or user basis for personal tooling conventions that don’t make sense to gitignore.