What is wrong with staging? I don't even consider staging until it is time to commit, at which point it is a little area to gather the exact changes you need.
I don't know how others use it, but to me the staging area only lives for X seconds and acts as a last stop to simply select the exact changes and lines I want to actually commit. With a GUI, it becomes crystal clear as to what it is.
From what I can tell about JJ's split command, it seems like it does the same thing except you're working backwards to split out changes into another commit.
Both seems fine, I just don't see the complexity with the staging area (unless you're a beginner who's been told to only use the CLI at all costs).
These things add extra complexity throughout the ecosystem, not just for the end user. Most tools written on top of Git have to be aware of the staging area. Git's own developers, when adding new features to it, need to be aware of the staging area.
Jujutsu's authors have pointed out that a simpler model (here, and with first-class merge conflicts) helps them move much quicker. There are many weird and exceptional states with Git that just don't occur, so new features are more straightforward to add.
Only one AI section out of 12 total sections, and while the second section has an AI example, it's only one out of five.
It's basically Alfred with more (?) functionality. Which is basically Spotlight with more functionality. Which is basically a tool to "do stuff" from anywhere on the device.
Same with Red Alert (etc) through the modern rewrite OpenRA (https://www.openra.net/). Similarly there is a guy FiveAces who has been commenting videos for nearly a decade.
I am sure there are people who has moved to macOS that grew on playing eg. Red Alert 1 who gladly would pay some amount of money to instantly own and play it again for some nostalgia.
There are at least four dependencies that EA would have to replace for MAC. That would be an extremely complex task just for the first two. And who knows about the second. I just don't see a way for that to be profitable. Its no secret that games ported to Mac do poorly.
DirectX 5 SDK
DirectX Media 5.1 SDK
Greenleaf Communications Library (GCL)
Human Machine Interface (HMI) “Sound Operating System” (SOS)
https://screenmemory.app is my current project as of a year or so. Records your screen continuously and lets you look back at it through a GUI. I use it myself to recap days or weeks at work, mostly.
Not sure to be honest, I know a lot of these tools popped up and swiftly disappeared. It wouldn't surprise me if there is a Linux version still alive though, try searching for "Rewind.ai alternative Linux".
My favorite pasttime in HL/CS back in the day was bhopping and kz_. To some degree I think it has too responsive movement. I recently went back to play HL and I fell down so many crates due to the instant movement, having been used to some inertia in games since.
I remember never quite getting into Counter-Strike: Source because of the difference in inertia. I had friends who were masters of movement there so I know it wasn't a sloppy game, but my muscle memory from 1.6 just made it feel... uncanny :)
Similar here, documents goes into the documents drawer. Digital documents has been going into /Dropbox/docs/$current_year (without much organization within them). New year, new folder.
I tried playing Deadlock for a bit but it seems too much like an Overwatch clone. I like TF2 for it's simplicity and visual ease. Some of the current FPS games just clutter up the screen with soooo much stuff ... it's hard to see what I'm trying to shoot. Maybe I'm just old but having too much stuff on the screen is distracting and knocks my enjoyment way down.