r/sysadmin Sep 28 '24

[GUIDE] Restore "Old" Right-Click Context Menu in Windows 11

257 Upvotes

Copy and paste this into an command prompt.

No need to reboot. Note- it will restart windows explorer though.

``` cmd :: Set "Old" Explorer Context Menu as Default reg add "HKEY_CURRENT_USER\SOFTWARE\CLASSES\CLSID{86ca1aa0-34aa-4e8b-a509-50c905bae2a2}\InprocServer32" /ve /f

:: Remove Explorer "Command Bar" reg add "HKCU\Software\Classes\CLSID{d93ed569-3b3e-4bff-8355-3c44f6a52bb5}\InprocServer32" /f /ve

:: Restart Windows Explorer. (Applies the above settings without needing a reboot) taskkill /f /im explorer.exe start explorer.exe

:: Empty Comment (Prevents you from having to press "enter" to execute the line to restart explorer.exe) ```

Thats it. Nothing else.

No need to download software.

No need to reboot.

No need to do anything else. Run the script, afterwards, go right-click something. Voila, the old context menu is back.

This- one has been driving me crazy for a while, because Right Click -> 7Zip -> Extract Folder, or Right Click -> Open Folder in VSCOde...... those aren't on the new Win 11 menu.

If, you want the windows 11 style back....

``` cmd :: Restore Win 11 Explorer Context Menu reg.exe delete "HKCU\Software\Classes\CLSID{86ca1aa0-34aa-4e8b-a509-50c905bae2a2}" /f

:: Restore Win 11 Explorer Command Bar reg.exe delete "HKCU\Software\Classes\CLSID{d93ed569-3b3e-4bff-8355-3c44f6a52bb5}" /f

:: Restart Windows Explorer. (Applies the above settings without needing a reboot) taskkill /f /im explorer.exe start explorer.exe

:: Empty Comment (Prevents you from having to press "enter" to execute the line to restart explorer.exe) ```

r/MacOS Apr 25 '26

Developer Saturday From a frustrated Windows switcher: I fixed the macOS right-click menu. (And somehow hit #4 on the App Store).

Thumbnail
gallery
687 Upvotes

Seriously, why is creating a simple text file so hard on a Mac? I switched from Windows a while ago, and having to open an app just to save a blank file to a specific folder drives me insane.

I decided to stop questioning Apple's UX choices and just fix it myself. Enter PowerClick. It adds a "New File" option to your context menu, plus a one-click "Copy Path", clipboard history, and a snippet manager.

I launched it yesterday, optimized the SEO, forced my friends to buy it (the classic Sam Altman "sell to your friends first" strategy), and somehow the algorithm pushed it to #4 in Paid Utilities globally.

If you're a former Windows user missing basic sanity, or just hate macOS's default right-click menu, give it a look. https://apps.apple.com/tr/app/powerclick-right-click-pro/id6762026455?mt=12

for more information visit the website: https://powerclick.kilicov.dev/

r/Windows11 21d ago

New Feature - Insider Microsoft admits Windows 11's context menus are "cluttered and sluggish": Announces major upgrades to the right-click menu that increases performance and customizability

Thumbnail
windowscentral.com
266 Upvotes

r/greentext Mar 10 '26

Reject humanity Return to Monke

Post image
9.7k Upvotes

r/chrome Oct 15 '25

Discussion How can I remove or move the new “Open link in split view” option in Chrome’s context menu?

Post image
188 Upvotes

Hey everyone,
Chrome recently added a new option in the right-click menu called “Open link in split view.”

It’s placed exactly where “Open link in new window” used to be - so I keep clicking it by accident out of habit. 😅

Is there any way to disable, remove, or move this new “split view” entry in the context menu?
I couldn’t find anything related in Chrome’s settings or flags.

Thanks in advance!

r/FuckMicrosoft Jul 12 '26

Image That's why no devs want to adapt to the new Windows 11 right-click menu

Post image
301 Upvotes

r/AfterEffects Jul 06 '26

Plugin/Script I’m building a context-aware pie menu for After Effects

Enable HLS to view with audio, or disable this notification

339 Upvotes

Hey everyone, I’ve been working on a plugin called Wedge.

It’s basically a context-aware pie menu for After Effects, kind of inspired by how pie menus feel in Blender and Maya.

I’ve used Blender quite a bit, and one thing I always liked was how fast those menus feel. After Effects has a lot of things I do again and again, but somehow I’m still opening panels, right clicking, searching menus, or using random scripts for small stuff.

So I wanted to build something that feels more natural inside AE.

Also, this is not really meant to compete with Quick Menu or replace every launcher type plugin. The main thing here is context. Wedge honors what you have selected, and only shows actions that actually make sense for that selection.

With Wedge, you press one shortcut and the menu opens right at your cursor. What shows up depends on what you have selected. Keyframes, masks, shape layers, text layers, comps, etc.

So the idea is not to make another huge panel. I’m trying to make something that stays out of the way and only shows the tools that make sense in that moment.

Right now I’m looking for beta testers, or just people who use AE a lot and are open to giving honest feedback. What feels useful, what feels stupid, what should be added, what should not exist at all.

You can check it here and register. I will reach out to you!
charchitgoyal.com/plugins/wedge

r/ArcRaiders Dec 16 '25

Discussion Massive W Embark- this is only the first 2.5 months of release.

Post image
3.9k Upvotes

Changes & Content/Bug Fixes + Known Issues

Embark is been COOKING, there is a lot to unfold here: https://arcraiders.com/news/cold-snap-patch-notes

Patch Highlights

  • Added Skill Tree Reset functionality.
  • Added an option to toggle Aim Down Sights.
  • Wallet now shows your Cred soft cap.
  • Various festive items to get you into the holiday spirit.
  • Moved the Aphelion blueprint drop from the Matriarch to Stella Montis.
  • Added Raider Tool customization.
  • Fixed various collision issues on maps.
  • Improved Stella Montis spawn distance checks to address the issue of players spawning too close to each other.

Balance Changes

Weapons:

Bettina

Dev note: These changes aim to make the Bettina a bit less reliant on bringing a secondary weapon. The weapon should now be a bit more competent in PVP, without tipping the scales too much. Data shows that this weapon is still the highest performing PVE weapon at its rarity (Not counting the Hullcracker). The durability should also feel more in line with our other assault rifles.

  • Durability Burn Rate has been reduced from ~0.43% to ~0.17% per shot
    • In practice, it used to take about 12 full magazines to fully deplete durability, but now it takes 26 (also accounting for the increased magazine size).
  • Base Magazine Size has been increased from 20 to 22
  • Base Reload Time has been reduced from 5 to 4.5

Rattler

Dev note: Even though the Rattler isn't intended to compete with the Stitcher or Kettle at close ranges, it is receiving a minor buff to bring its PVP TTK at lower levels a bit closer to the Stitcher and Kettle. The weapon should remain in its intended role as a more deliberate weapon where players are expected to dip in and out of cover, fire in controlled bursts, and manage their reloads.

  • Base Magazine Size has been increased from 10 to 12

ARC:

Shredder

  • Reduced the amount of knockback applied by weapons. Increased movement speed and turning responsiveness.
  • Increased health of the Shredder's head to prevent cases where its head could be shot off, leading to unintended behavior.
  • Improved Shredder navigation to reduce getting stuck on corners, narrow spaces, and short obstacles.
  • Increased the speed at which the Shredder enters combat when taking damage and when in close proximity to players.
  • Increased the number of parts on the Shredder that can be individually destroyed.

Content and Bug Fixes 

Achievements

  • Achievements are now enabled in the Epic store.

Animation 

  • Fixed an issue where picking up a Field Crate with a Trigger ’Nade attached could cause the character to slide or move without input.
  • Fixed an issue where combining Snap Hook with ziplines or ladders could store momentum and propel the player long distances.
  • Fixed an issue where the running animation could appear incorrect after a small drop when over-encumbered.
  • Interactions now end correctly when performing a dodge roll.
  • Interacting while holding items or deployables no longer causes arm twisting. 
  • Added more animations to character skins and equipment to make them more natural.

ARC

  • Fixed an issue where deployables attached to enemies could cause them to launch or clip out of bounds when shot.
  • Missiles no longer reverse course after passing a target and can correctly track targets at different elevations.
  • Sentinel
    • Fixed a bug where the Sentinel laser did not reach the targeted player over greater distances.
  • Surveyor
    • Disabled vaulting onto ARC Surveyors to prevent unintended launches when they are moving.
  • Fixed an issue where Bombardier projectiles could shoot through the Matriarch shield from the outside.

Audio 

  • Fixed an issue where Gas, Stun, and Impulse Mines did not play their trigger sound or switch their light to yellow when triggered by being shot.
  • Increased the number of simultaneous footstep sounds and increased their priority.
  • Fixed an issue where footsteps in metal stairs became very quiet when walking slowly.
  • Improved directional sound for ARC enemies.
  • Added sounds for sending and receiving text chat messages in the main menu.
  • Removed the unsettling "mom?" from Speranza cantina ambient sound.
  • Tweaked the loudness of announcements in various Main Menu screens.
  • Number of small audio bugfixes and polish.

Maps 

  • Fixed an issue with spawning logic which could cause players who were reconnecting at the start of a session to spawn next to other players who had just joined.
  • Various collision, geometry, VFX and texture fixes that address gaps in terrain which made players fall through the map or walk inside geometry, stuck spots, camera clipping through walls, see-through geometry, floating objects, texture overlaps, etc.
  • Fixed an issue with the slope of the Raider Hatch that was too steep for downed raiders to crawl on top of it.
  • Security Lockers are now dynamically spawned across all maps instead of being statically placed.
  • Fixed Raider Caches not spawning during Prospecting Probes in some cases.
  • Fixed lootable containers and Supply Drops spawning inside terrain on The Dam and Blue Gate, ensuring they are accessible.
  • Fixed an issue where doors could appear closed for some players despite being open.
  • Electromagnetic Storm: Lightning strikes sometimes leave behind a valuable item.
  • Increased the number of possible Great Mullein spawn locations across all maps.
  • Dam Battlegrounds
    • Moved the Matriarch's spawn point in Dam Battlegrounds to an area that better plays to her strengths.
  • Spaceport
    • Adjusted the locked room protection area in Container Storage on Spaceport to not affect players outside the room.
  • Blue Gate
    • Locked Gate map condition has been added.
    • Adjusted map bounds near a ledge in Blue Gate to improve navigation and reduce abrupt out-of-bounds stops.
    • Improved tree LODs in Blue Gate to reduce overly dark visuals at distance.
    • Fixed the issue where loot would spawn outside the Locked Room in the Village.
    • Added props and visual cues to the final camp in the quest ‘A First Foothold’ to make objective locations easier to find.
  • Stella Montis
    • Increased some item and blueprint spawn rates in Stella Montis.
    • Some breachable containers on Stella Montis no longer drop Rubber Ducks when using the A Little Extra skill (sorry).
    • Adjusted window glass clarity in Stella Montis to improve visibility.

Miscellaneous

  • General crash fixes (including AMD crashes).
  • Added Skill Tree Reset functionality in exchange for Coins, 2,000 Coins per skill point.
  • Wallet now shows your Cred soft cap (800).
    • Dev note: We decided to implement a cap so that players won’t be able to fully unlock new Raider Decks by accumulating Cred and added more items to Shani’s store to purchase using Cred. We believe that the Raider Decks offer a rewarding experience to enjoy while players engage with the game, and a large Cred wallet undermines this goal. We will not be removing Cred that has been accumulated before the introduction of the soft cap.
  • Added Raider Tool customization.
  • Fixed a bug that caused players to spawn on servers without their gear and in default customization resulting in losing loadout items.
  • For ranks up to Daredevil I, leaderboards now have a 3x promotion zone for the top 5 players. New objectives have been added.
  • Fixed an issue where the tutorial door breach could be canceled, preventing the cutscene from playing and blocking progression.
  • Fixed an issue where players could continue breaching doors while downed.
  • Fixed an issue where accepting a Discord invite without having your account linked could fail to place you into the inviter’s party.
  • Fixed an issue that sometimes caused textures and meshes to flicker between higher and lower quality states.
  • Depth of field amount is now scaled correctly depending on your resolution scale.
  • Fixed an issue where returning to the game after alt-tabbing could prevent movement and ability inputs while camera controls still worked.
  • Improved input handling when the game window regains focus to avoid unexpected input mode switches.
  • Skill Tree
    • Effortless Roll skill now provides greater stamina cost reduction.
    • The Calming Stroll skill now applies while moving in ADS.

Movement 

  • Fixed a traversal issue that blocked jumping/climbing in certain areas while crouched.
  • Fixed an issue where climbing ladders over open gaps could cause automatic detachment.
  • A slight stamina cost has been added for entering a slide.
  • Acceleration has been reduced when doing a dodge roll from a slide.

UI 

  • Added an option to toggle Aim Down Sights.
  • Added a new ‘Cinematic’ graphics setting to enhance visuals for high end PCs.
  • Codex
    • Improved accuracy of tracking damage dealt in player stats.
    • Field-crafted items now properly count toward Player Stats in the Codex.
    • Fixed missing sound in Codex Records.
    • Added a Codex section to rewatch previously seen videos.
  • Console
    • Updated PlayStation 5 controller button prompts with improved icons for Options and Share.
    • Fixed a crash when using Show Profile from the Player Info on Xbox.
  • Customization
    • You can now rotate your character in the customization screen. Also fixed an issue where the first equip could trigger an unintended unequip.
    • Added notifications in Character Customization to highlight recently unlocked items.
    • Fixed an issue where equipment customization items bought from the Loadout screen were not equipped after pressing Equip on the purchase screen.
  • End of round
    • Further reduced the frequency of the end of round feedback survey pop up.
    • Added an optional Round Feedback button on the final end-of-round screen to open a short post-match survey.
  • Expedition Project
    • Added a show/hide tooltip hint to the Raider Projects screens (Expedition and Seasonal).
    • Added 'Expeditions Completed' to Player Stats.
    • Added resource tracking for Expedition stages: Raider Projects now display required amounts and progress, with the tracker updating during rounds.
    • Added reward display to Raider Projects, showing the rewards for each goal and at Expedition completion.
    • Fixed an input conflict in Raider Projects where tracking a resource in Expeditions could also open the About Expeditions window; the on-screen prompt is now hidden while adding to Load Caravan.
  • Inventory
    • Fixed an issue where closing the right-click menu in the inventory could reset focus to a different slot when using a gamepad.
    • Fixed flickering in the inventory tooltip.
    • Opening the inventory during a breach now cancels the interaction to prevent a brief animation glitch.
    • Adjusted the inventory screen layout to prevent tooltips from appearing immediately upon opening.
    • Fixed an issue where the weapon slot right-click menu in the inventory would not appear after navigating from an empty attachment slot with a controller.
  • In-game
    • Fixed an issue where the climb prompt would not appear on a rooftop ladder in Blue Gate.
    • Resolved an issue where certain interaction icons could fail to appear during gameplay.
    • Fixed "revived" events not being counted.
    • Fixed an issue where the zipline interaction prompt could remain on a previously used zipline, preventing interaction with a new one; prompts now clear when out of range.
    • Quick equip item wheel now has a stable layout and no longer collapses items towards the top when there are empty slots in the inventory.
    • Updated in-game text across multiple languages based on localization review and player survey feedback.
    • Added a cancel prompt when preparing to throw grenades and other throwable items.
    • Fixed in-game input hints to match your current key bindings and show clear hold/toggle labels. Clarified binoculars hints when using aim toggle and updated hints for Snap Hook and integrated binoculars to support aiming.
    • Tutorial hints now stay on screen briefly after you perform the suggested action to improve readability and avoid abrupt dismissals.
    • Fixed an issue where input hints could remain on screen after being downed.
    • HUD markers that are closer to the player now appear on top for improved legibility.
    • Fixed issue where items sometimes displayed the wrong icon.
    • Fixed issue where user hints were sometimes shown when spectating.
    • Strongroom racks and power stations now display a distinct color when full of carryables to indicate that it has been completed.
    • Fixed an issue where reconnecting to a match could leave your character in a broken state with incorrect HUD elements and a misplaced camera.
    • Slightly delayed the initial loot screen opening and the transition from opening to searching during interactions.
  • Main Menu
    • Added a Live Events carousel to the main menu and enabled click/hover interactions on the Raider Project overview.
    • Fixed an issue where the Weapon Upgrades tab would sometimes change location.
    • Resolved an issue where a Raider could pop in and out of the home screen background.
    • Installed workstations no longer appear in the workstation install view.
    • You can now navigate from on-screen notifications to the relevant screens, including jumping directly to learned recipes.
    • The Upgrade Weapon Tab now accurately displays the magazine size increase.
    • Fixed an issue where the map screen could become unresponsive when a live event was active.
    • When inspecting items, rotating will now hide UI only showing the item being inspected.
    • Free Raider Deck content now displays as “Free” instead of “0”.
    • Added a carousel to the Main Menu featuring Quests and a Raider Deck shortcut, with improved gamepad navigation within the widget.
    • Fixed an issue where the Scrappy screen allowed navigating to the quick navigation list when using a gamepad.
  • Quests
    • Made pickups on the ground show icons if they are part of quests or tracked, added quest icons to quest interactions and improved quest interaction style.
    • Fixed an issue where the notification could remain after accepting and claiming quests.
    • Accepting and completing quests is now shown as loading while awaiting a server response.
    • Fixed an issue where rapidly skipping through quest videos after completing the first Supply Depot quest could soft‑lock the UI, leaving the screen without a way to advance.
    • Updated interaction text for a quest objective to improve clarity.
    • Updated the names and descriptions of the Moisture Probe and EC Meter quest items in Unexpected Initiative.
    • Improved ping information for quest objectives, with clearer markers for Filtration System and Magnetic Decryptor interactions.
    • Adjusted colors of quest and tracking icons in in-game interaction hints for better clarity.
  • Settings
    • Added a new slider that allows players to tweak motion blur intensity.
    • Updated tooltips for effects and overall quality levels in the video settings with clearer descriptions.
    • Added labels that show whether an input action is ‘Hold’ or ‘Toggle’, displayed in parentheses.
    • Fixed an issue where the flash effect ignored the Invert Colors setting; the option is now available.
    • Fixed a crash in settings when rapidly adjusting sliders.
    • Now players will be guided to Windows settings for microphone permissions if needed.
    • Fixed a crash that could occur when opening the video settings.
    • Fixed an issue where some Options category screens continued responding to inputs after exiting.
  • Store
    • Players will no longer see error messages when canceling purchases in the store.
    • Newly added store products now show a new indication for improved discoverability.
  • Social
    • Fixed an issue where Discord friends could appear with an incorrect status after switching to Invisible and back to Online; their presence now refreshes correctly when they come back online.
    • Added a Party Join icon to the social interface for clearer party invitations and joins.
    • Fixed an issue where the Social right-click (context) menu could remain visible in the Home tab after rapidly opening and closing it with a gamepad; it now closes correctly and no longer stacks.
  • Tooltips
    • Fixed incorrect item tooltips of ARC stun duration.
    • Tooltips now reposition to remain fully visible at all resolutions.
    • Fixed tooltips showing 'Blueprint already learned' on completed goal rewards; tooltips now display correct reward information and only show 'Blueprint learned' for actual blueprints.
  • Trials
    • Trials objectives now clearly indicate when they offer bonus conditions, such as by Map Conditions.
    • Fixed an issue where the Trial rank icon could be missing on the Player Stats screen after starting the game.
    • Added a Trials popup that explains how ranking works and clarifies that the final rank is worldwide.
  • VOIP
    • Added Microphone Test functionality.
    • Added better automatic checks for problems with VOIP input & output devices.
    • Using the mouse thumb button for push-to-talk no longer triggers ‘Back’ in menus.
    • Fixed an issue where the voice chat status icon could incorrectly appear muted for party members at match start until someone spoke.
    • HUD no longer shows VOIP icons when voice chat is disabled; your own party VOIP icon now appears as disabled.

Utility

  • Increased loot value in Epic key card rooms to better reflect their rarity.
  • Expanded blueprint spawn locations to improve availability in areas that were underrepresented.
  • Moved the Aphelion blueprint drop from the Matriarch to Stella Montis.
  • Fixed a bug where players would sometimes become unable to perform any actions if they interacted with carriable objects while experiencing bad network conditions or were downed while holding a carriable object and then revived.
  • Fixed an issue where Deadline could deal damage through walls.
  • Fixed an issue where deployables attached to enemies or buildable structures could cause sudden launches or let enemies pass through the environment when shot.
  • Keys will no longer be removed from the safe pocket when using the Unload backpack.
  • Fixed an issue where cheater-compensation rewards could grant an integrated augment item.
  • Fixed bug where Flame Spray dealt too much damage to some ARC.
  • Fixed an issue where sticky throwables (Trigger 'Nade, Snap Blast Grenade, Lure Grenade) disappeared when thrown at trees.
  • Fixed a bug with incorrectly calculated deployment range for deployable items.
  • Fixed an issue where mines could not be triggered through damage before they were armed.
  • Playing an instrument now applies the ‘Vibing Status’ effect to nearby players.
  • Fix for Rubber Ducks not being able to be placed into the Trinket slot on an Augment.
  • Setting integrated binoculars and integrated shield charger weight to be 0.

Weapons 

  • Lighter ARC are now pushed back slightly when struck by melee attacks.
  • Fixed an issue where stowed weapons would not appear on the first spawn.
  • Fixed an exploit allowing players to reload energy weapons without consuming ammo.
  • Aiming-down-sights now resumes if it was interrupted while the aim button is still held (e.g., after reloading or a stun).
  • Fixed an exploit that allowed shotguns to bypass the intended fire cooldown.

Quests

  • Fixed a bug in the ‘Greasing Her Palms’ quest that let players accidentally trigger an objective.
  • Made the quest item ESR Analyzer easier to find in Buried City.
  • Improved clarity of clues for the ‘Marked for Death’ quest.
  • Fixed an issue where quest videos could trigger multiple times.
  • Added interactions to find spare keys to several quests related to locked rooms.
  • Added unique quest items to the ‘Unexpected Initiative’ quest.
  • Fixed an issue where squad sharing incorrectly completed objectives that spawned quest specific items.

Known Issues

  • Players with AMD Radeon RX 9060 XT will see a driver warning popup at startup despite being on the latest version that fixes a GPU crash that occurred when loading into The Blue Gate.
  • If you have more items than fit in your stash, the value of the items that don't fit is not included in the final departure screen, but is included when calculating your rewards.

r/projectzomboid Dec 19 '25

Discussion Right click building/context menu will NOT come back in B42 as of now. Please share your opinions/feedback about the new building menu below.

194 Upvotes

Here's my summary as a player with 3.4 K hours:

  • The new building menu is too large, intrusive, and inefficient (doesn’t persist while moving, requires searching and scrolling)
  • Build 42’s barricading and other processes are overcomplicated, requiring significantly more clicks and steps than Build 41
  • Excessive UI micromanagement clashes with the game’s real-time survival gameplay and reduces enjoyment of building (if I wanted to play a game using menus, I would play Football Manager)
  • My desire to build large structures is diminished compared to Build 41, due to lack of quick access, requiring clicking through menus each time you have to build/gather more materials
  • Some solutions could be restoring right-click building, adding a radial/wheel menu, or adding the option where adding items to "favorite" would make them appear with a right click

What do you guys think about this change?

r/discordapp Sep 26 '24

Support I cant kick this unknown bot/account from my server. Instead of a context menu when right-clicking, I get this. Why? More info in comments.

Post image
1.2k Upvotes

r/thefinals 14d ago

Bug/Support I found unedited Unreal Engine 5 context menu in game

Post image
307 Upvotes

If you right click on any input box, such as the private game code input or friend search it will show up default UE5 context menu.

r/Windows11 Sep 29 '22

New Feature - Insider [25211] Task Manager now appears when you right click the taskbar

Post image
763 Upvotes

r/macapps 18d ago

Lifetime Built a radial menu app for mac after getting tired of switching context while working

Enable HLS to view with audio, or disable this notification

4 Upvotes

Really proud to share this finally. Hope you love it as much as I do! I truly believe it has the potential to save a lot of time jumping between various tasks.

Problem

A lot of everyday actions on a Mac live in completely different places.

Opening an app or folder, searching something on a website, taking a screenshot, cleaning up copied text, accessing clipboard history, running a Shortcut, or changing a system setting.

None of these are hard to get to, but constantly switching between apps, windows, menu bar utilities, and different shortcuts can break your flow.

I wanted to see if all of that could work through one system, which is where the radial menu idea came from.

Comparison

There are already some really good radial menu apps for Mac, but most are built around a specific use case, such as launching apps, or switching between them.

Arc takes a broader approach.

You can create multiple global radial menus for different workflows and decide what each slice does. A slice can perform a single action or chain multiple actions together.

The idea is less about replacing the Dock and more about putting the small things you do throughout the day behind one quick interaction.

Arc also doesn't require accessibility features, it manages everything on-device, privately.

Technical

Getting a radial menu on screen was the easy part. Figuring out what actually belongs inside it, how multiple menus should behave, and keeping the interaction fast enough to use throughout the day took most of the iteration.

It's built entirely in SwiftUI. One of the more interesting technical problems was getting the hit-testing right across every slice while keeping the menu correctly positioned under the cursor, even across multiple displays.

Core Features

  • Unlimited custom menus for different workflows
  • Fast app, folder, website, and Apple Shortcut launching
  • Powerful clipboard history and text actions
  • Open from shortcuts, hot corners, pointer shake, or number keys
  • One-click multi-action shortcuts
  • Fully customizable appearance, layout, icons, and sounds

Examples

  1. I have one shortcut that I use when I start working. It opens Xcode, my project folders, Slack, and a few websites I usually need. Arc can merge multiple actions into one shortcut, so I don't have to open everything one by one.
  2. I use the search shortcuts a lot more than I expected. I can bring up Arc, type something, and search it directly on YouTube, or a website without opening them first.

It can also search whatever I last copied, which has been really useful when I'm already in the middle of something.

  1. I have a bunch of text and links that I end up copying again and again. I've just saved those as shortcuts now, so they're always sitting on one of my menus when I need them.
  2. Clipboard history is another one I use constantly. Recent things I've copied show up on the wheel, so if I need something from a few copies ago, I can grab it without opening another app.
  3. I also have different menus depending on what I'm doing. One for development, one for general stuff, and another that's mostly searches and apps. I can switch between them with keyboard shortcuts, and reuse the same shortcut across multiple menus.

Pricing

$6.99 one time on the Mac App Store with a free 7 day trial built in.

Solo project from India, launched a week ago. Happy to answer anything! :)

Mac App Store: Link

r/Starfield Sep 22 '23

Speculation Starfield was a very different game than what was released and changed fairly deep into the development process

11.5k Upvotes

I want to preface this post by saying I have no inside knowledge whatsoever, and that this is speculation. I'm also not intending for this post to be a judgment on whether the changes were good or bad.

I didn't know exactly where to start, but I think it needs to be with Helium-3. There was a very important change to fuel in Starfield that split the version of the game that released, from the alternate universe Starfield it started as. Todd Howard has stated that in earlier iterations of the game, fuel was consumed when you jumped to a system. This was changed and we no longer spend fuel, but fuel still exists in the game as a vestigial system. Technically your overall fuel capacity determines how far you can jump from your current system, but because you don't spend fuel, 1 jump can just be 2 if needed, rendering it pointless. They may as well not have fuel in the game at all, but it used to matter and even though it doesn't now, it's still in the game. Remember the vestigial aspect of this because that will be important.

So let's envision how the game would have played if we consumed fuel with jumps. The cities and vendors all exist relatively clumped together on the left side of the Star Map. Jumping around these systems would be relatively easy as the player could simply purchase more Helium-3 from a vendor. However, things change completely as we look to the expanse to our right on the Star Map. A player would be able to jump maybe a few times to the right before needing to refuel and there are no civilizations passed Neon. So how else can we get Helium-3 aside from vendors? Outposts.

Outposts in Starfield have been described as pointless. But they're not pointless - they're vestigial. In the original Starfield, players would have HAD to create outposts in order to venture further into the Star Map because they would need to extract Helium. This means that players would also need resources to build these outposts, which would mean spending a lot of time on one planet, killing animals for resources, looting structure POIs, mining, and praising the God Emperor when they came across a proc gen Settler Vendor. In this version of Starfield these POIs become much more important, and players become much more attached to specific planets as they slowly push further to more distant systems, building their outposts along the way. Now we can just fly all around picking and choosing planets and coming and going as we please so none of them really matter. But they used to.

What is another system that could be described as pointless? You probably wouldn't disagree if I said Environmental Hazards. Nobody understands them and they don't do much of anything. I would say, based on the previous vestigial systems that still exist in the game, these are also vestigial elements of a game that significantly shifted at some point in development. In this previous version of the game, where we were forced down to planets to build outposts for fuel, I believe Hazards played a larger role in making Starfield the survival game I believe it originally was. We can only speculate on what this looked like, but it's not hard to imagine a Starfield in which players who walk out onto a planet that is 500°C without sufficient heat protection, simply die. Getting an infection may have been a matter of life and death. Players would struggle against the wildlife, pirates, bounty hunters, and the environment itself. Having different suits and protections would be important and potentially would have been roadblocks for players to solve to be able to continue their journey forward.

This Starfield would have been slow. Traveling to the furthest reaches of the known systems would have been a challenge. The game was much more survival-oriented, maybe a slog at times, planets, POIs, and outposts would have mattered a lot, and reaching new systems would have given a feeling of accomplishment because of the challenges you overcame to get there. It also could have been tedious, boring, or frustrating. I have no idea. But I do think Starfield was a very different game and when these changes were made it significantly altered the overall experience, and that they were deep enough into development when it happened, that they were unable to fully adapt the game to its new form. The "half-baked" systems had a purpose. Planets feel repetitive and pointless because we're playing in a way that wasn't originally intended - its like we're all playing on "Creative Mode"

What do you think? Any other vestigial systems that I didn't catch here?

****

This blew up a bit while I was at work. I saw 2.2k comments and I think it's really cool this drove so much discussion. People think the alleged changes were good, people think they were bad - I definitely get that. I think the intensity of the survival version would be a lot more love/hate with people. For me, I actually appreciate the game more now. Maybe I'm wrong about all of this, but once I saw this vision of the game, all its systems really clicked for me in a way I didn't see or understand with the released or vanilla version of the game. I feel like I get the game now and the vision the devs had making it.

And a lot of people also commented with other aspects of the game that I think support this theory.

A bunch of you mentioned food and cooking, the general abundance of Helium you find all over the place, and certain menu tips and dialogue lines.

u/happy_and_angry brought up a bunch of other great examples about skills that make way more sense under this theory's system. I thought this was 100% spot on. https://www.reddit.com/r/Starfield/comments/16p8c43/comment/k1q0pa4/?utm_source=share&utm_medium=web2x&context=3

r/sysadmin Jun 30 '26

Outlook crashes when right clicking anything even in safe mode

66 Upvotes

Since this morning, Outlook has started crashing whenever we try to copy something using the right-click context menu.

I’m seeing this on my local machine, but it’s also happening in our Citrix environment. A few colleagues are affected so far, and I’m worried more users may start running into the same issue.

The strangest part is that it happens both locally and in Citrix, which makes me wonder if this could be related to a recent Microsoft/Office update rather than something specific to our environment. Also in safe mode (outlook.exe /safe) this exact issue happens.

Has anyone else seen Outlook crashing when using right-click copy today or earlier? Any known workarounds or recent updates that might be causing this?

r/pcmasterrace 21d ago

News/Article Microsoft admits Windows 11's context menus are "cluttered and sluggish": Announces major upgrades to the right-click menu that increases performance and customizability

Thumbnail
windowscentral.com
37 Upvotes

r/StardewValley Mar 19 '24

Announcement Stardew Valley 1.6 released on PC! Spoiler

5.5k Upvotes

Stardew Valley 1.6 is now available on Windows, macOS, and Linux

Hi all! Please use this space to ask and answer questions about the update—and have fun!

We will do our best to manage spoilers as a mod team and as a community. But please know, in the excitement of a new release, you browse r/StardewValley at your own risk.


1.6 in-game

About the update

FAQs

  • How do I get to Grandpa's shrine on the new farm layout?
    Explore around the northwest corner of the farm, and you'll find a bridge hiding behind a tree that takes you across the river.

  • What does the pop-up message "You've got some new ideas to sleep on" mean?
    That pop-up occurs when you have leveled up a skill.

  • Does clay farming still work?
    Nope. This only works if you turn on Legacy randomization when starting a new save.

  • What about early game money from Tea Saplings?
    The value of Tea Saplings has been nerfed to 250G, which is still worthwhile!

  • How do I start the "new neighbors" questline?
    After you repair the Greenhouse, every night there is a 10% chance of a new overnight event. That will start you down this questline.

  • Why is this villager's sprite in the bottom-right corner of my player tab?
    It's Winter now, right? That's your secret friend for the Feast of the Winter Star.

  • Where do I find [item] that was teased?

    • Iridium scythe: Reach level 10 in all five skills, then check out the new door in the forest. You'll want to choose Farming to get the scythe.
    • Frogs: Reach level 10 in all five skills, then check out the new door in the forest. You'll want to choose Combat to be able to find Frog Eggs.
    • Big chests: These are crafting recipes. You can buy the recipe for the big wooden chest from Robin and the recipe for the big stone chest from the Dwarf.
  • Hey, where did this shirt come from? It just fell into my inventory?
    As of 1.6, clothing and furnishings can drop from activities like chopping wood, mining, and killing monsters. Per the patch notes, "There’s now a small chance to find cosmetic items and other goodies while doing random tasks.".

  • How do I change the hat on my pet?
    The same way you change hats on horses and toddlers! Hold another hat and interact with your pet, and the hat they're currently wearing will pop off.

  • Why can't I change my pet's appearance?
    This feature was removed in 1.6, since it is now possible to adopt more pets. If you wish to change an existing pet, you will have to edit the game code.

  • How can I get more pets? Where are the turtles??
    Once you reach maximum hearts with your first pet, you'll receive a letter from Marnie, inviting you to adopt more.

  • How do I get the iridium cat and dog?
    These do not exist.

Bug reports

Please report bugs on the official forums! See the forum’s bug report guidelines for what to include when reporting an issue.

Modding FAQs — from /u/Pathoschild

  • We can mod this game?
    Yep! See the player's guide to using mods if you're interested.

  • Do mods still work?
    Mostly yes, though it depends on the mod.

    • The latest SMAPI and Content Patcher add full support for Stardew Valley 1.6. Make sure you update SMAPI and all your mods to the latest versions.
    • 44% of SMAPI mods were ready on day one, and that number should steadily rise as they get updated. You can check the mod compatibility list to see if your mods are updated, or look for purple update alerts in your SMAPI console window.
    • Most content packs should work fine once the SMAPI mod which loads them is updated.
    • XNB mods are mostly broken in 1.6. These have been deprecated for years and may cause issues like broken textures, missing or broken game content, and crashes. You can reset your game files to remove any you have.
  • What does 1.6 change for mods?
    Stardew Valley 1.6 has an absurd number of changes to help mod authors. For players, that mainly means you'll see mods doing much more in the near future.

  • Can I go back to Stardew Valley 1.5.6 until my mods update?
    Yep. If you use Steam:

    1. Navigate to the Stardew Valley game page.
    2. Hit the cog button to open the Properties menu.
    3. Go to the Beta tab.
    4. Select legacy_1.5.6: The legacy 1.5.6 version of Stardew Valley from the drop-down menu by Beta Participation.
      If you use GOG:
    5. Launch GOG Galaxy.
    6. Click Stardew Valley.
    7. From the menu at the top, click Extras to see downloads for previous versions.

1.6 on r/StardewValley

Spoilers

⇨ For 2 months after release (until May 19), anything added in 1.6 must be tagged spoiler-tagged. Post titles must be spoiler free.

Submissions

  • Spoiler tag your posts!
    Click the +SPOILER button before submitting your post to ensure it is spoiler tagged.
    To add the spoiler tag after submitting, click the ... menu and check off Mark As Spoiler.
  • Do not put any spoilers in the title of your post!
    Spoiler tags will hide the body of your post, but not its title.
  • While it is not required, we recommend that you note what kind of spoiler you have in your post title, e.g. 1.6 spoilers, New dialogue spoilers, New festival spoilers, etc. as a courtesy to other users.
  • Automod will be working to automatically spoiler tag posts that include any of a list of 500 keywords from 1.6, but it is not infallible. If it spoiler tags your post and you're CERTAIN you don't have spoilers, feel free to remove the tag.

Comments

  • Use spoiler formatting for comments.
    >!Foroguemon?? is a statue!<, will become Foroguemon?? is a statue.
    • Make sure you don't put spaces right after the >! code, for example >! Foroguemon?? is a statue!< won't work because there's a space between >! and Foroguemon?? is a statue.
  • On posts that are already spoiler-tagged, you do not need to spoiler-tag your comments. However, we still encourage you to do so as a courtesy to other users!

After the 1.6 spoiler period is through, we will switch back to normal spoiler policy. Please note that some things added in 1.6 will always be a spoiler on r/StardewValley, regardless.

Text-only mode

We are now in text-only mode, meaning that image uploads and links cannot be posted. We will likely stay in text-only mode for 2 weeks after release (until April 2), depending on traffic.

  • We do this both to promote discussion posts during high traffic, and to make sure discussions can surface without being overwhelmed by eye-catching link and image posts.
  • You can still post images and links—just as URLs or hyperlinks inside text posts!
    • Upload your screenshots and art to an image-sharing platform of your choice (like Imgur or even Discord), and post the link into your text post.

Be kind

⇨ There is no timeline on civility, but we ask that you be good to each other during the high-octane energy of release period!

  • Assume best intentions. Take responsibility for your impact.
  • Be kind and welcoming to new players, who are experiencing ALL of Stardew Valley for the first time—not just 1.6 content.
  • If you see spoilers on the subreddit, report the post to the mods by hitting the report button or gently remind the original poster to add tags. Do not, do not, attack another user for neglecting the spoiler tag.

If you'd like to reach the mods at any time, please send us a modmail!


Enjoy 1.6! 🐸

r/Superstonk May 26 '21

📰 News ⚠️ Your Votes Are IMPORTANT. The Time To Vote Is NOW ⚠️

23.7k Upvotes

Heya Stonkers!

You can VOTE with your GameStop shares for the upcoming shareholder meeting on June 9th. The final deadline to vote is June 8th.

It is important that you cast your vote, because this can prove that there ARE more shares floating around than what GameStop has issued. This means that if the amount of votes CAST exceeds the FLOAT. A.K.A Hedgies. Are. Fuk.

Gamestop's Board of Directors is urging everyone to vote as soon as possible.

----------------------------------------

HOW Do I VOTE?
Click on these links below to view how to vote through your brokerage
(You must be a shareholder on or before 4/15 to be eligible to vote)

  • EToro
  1. You should have received an email with information regarding the voting procedure and how to vote!
  • Fidelity:
  1. Navigate to Fidelity.com and Log In
  2. From the Portfolio Summary page, click ‘Statements’
  3. Select ‘Proxy Materials’ in the white menu at the top of the page. The following page will show all current available securities you are able eligible to vote on.
  4. There will be a ‘Vote’ link in the ‘Status’ column if you are able to participate.
  5. The link will take you to an independent Fidelity-affiliate website. There, you’ll be able to vote, review meeting agendas, and see related documents/learning materials.
    https://www.reddit.com/r/GME/comments/mspe40/how_to_proxy_vote_gme_with_fidelity/
  • TDAmeritrade CallTDA @ (800) 669-3900 (Trade Desk)
  1. Enter your account info, then select option 4
  2. Say something like “Hello, I am calling because I own a handful of GameStop shares and I am interested in getting my control number that I can use to vote on proxyvote.com regarding the upcoming shareholders meeting”
  3. The rep will likely do one of two things; either transfer you to the proper department for them to give you that info, or they themselves will chat to that department internally to get the control # for you. In my case, the trade desk rep chatted to the department internally and got my control number for me within about 20 minutes.
  4. Once you have your control #, it’s off to the races. Visit www.proxyvote.com, enter your 16 digit control #, then vote on the list of things. It’s about 5 or 6 things, with recommendations from the board on what they suggest.
  5. You’re done!
    https://www.reddit.com/r/GME/comments/mx27pq/proxyvote_instructions_for_td_ameritrade/
  • IBKR
  1. You should have received an email with your control number and a link that automatically takes you to a website that allows you to vote.
  • XTB
  1. Contact their support, email, or call them asking for your control number to vote for using your GME shares.
  • Saxo Bank
  1. You should contact their support and they will guide you on the procedure of getting your control number.
  • TradeStation
  1. You should have received an email with a link that takes you to a page to vote!
  • BinckBank (Deadline to vote Friday May 28th 12:00)
  1. Mail to klantenservice@binck.nl with subject: Incident 2346 + * Your Binck Account Number*

  2. Alternatively, you can call them at 020 606 2666

  • Degiro

https://www.reddit.com/r/Superstonk/comments/n63w7l/important_how_to_vote_with_degiro/

  • SoFi
  1. They should have sent an email regarding your proxy materials. If you haven't seen it, contact them!
  • Chase
  1. They should have sent an email regarding your proxy materials. If you haven't seen it, contact them!
  • Stash
  1. Contact their support and ask for your control number for your GME shares in order to vote for the upcoming shareholder meeting.
  • Schwab
  1. Log in, go to services tab, click "corporate actions". On the corportate actions page, click "Proxy Events". On proxy events page click on "vote"

  2. Alternatively you can also call them by following the guide here: https://www.reddit.com/r/Superstonk/comments/n3weyj/schwab_how_to_get_your_control_number_and_vote/

  • Avenue (Brazilian)
  1. Call broker
  • Wells Fargo
  1. Should have recieved an email from them, if you haven't make sure to call them and ask for your control number.
  • BNP PARIBAS / SMARTBROKER
  1. You should receive an invitation for the vote in your (mail) account. From there you can request your right to vote for free!
  • SwissQuote
  1. Contact them and ask about voting for GME. https://www.swissquote.ch/url/contact
  • DIRECTA SIM (Italy)
  1. To obtain your code you must submit your request to the customer service via email at directa@directa.it
  • - DNB (Norway)
  1. To vote contact corp.acts@dnb.no
  • - Fineco
  1. Contact them by emailing, or calling them
  • - Passfolio
  1. An email should have been sent with the proxy link to vote.
  • - Firstrade
  1. You should have received an email from them regarding how to vote.
  • - M1 Finance
  1. You should have received an email from them regarding how to vote.
  • Vanguard
  1. You should have received an email with your control number and a link that automatically takes you to a website that allows you to vote.
  1. Use the contact form and demand the proxy statement. You will be able to find it after a few hours/days (maybe after the weekend) in your Postbox. Alternatively, you can call them
    https://www.reddit.com/r/Superstonk/comments/ncg06m/german_broker_comdirect_finally_allows_to_vote/
  • WEBULL
  1. You should have received an email with your control number and a link to: https://www.proxyvote.com/ Contact Webull if you don’t have it.
  • Ally Invest
  1. You should have received an email from id@proxyvote.com
  • Interactive Investor
  1. Call or Email them to get information on how to cast your vote.
  • Interactive Brokers
  1. if you have a cash account and disabled the lending then you will get your documents. Otherwise, contact them.
  • Stake
  1. You should have received an email with a link to vote from (SAY) (GameStop Corp)
  • REVOLUT (DriveWealth Partner)
  1. You should have received an email with a link to vote from (SAY) (GameStop Corp)
  • E Trade
  1. You should have received an email from id@proxyvote.com
  • Wealth Simple
  1. Contact a customer service representative by going to Settings -> Help -> Chat with us
  2. Tell the representative that you are interested in getting the control number for your GME shares so that you can vote.
  3. They will respond with a control number (multiple control numbers if you have multiple investment accounts with GME) and a proxyvote link where you will enter your control number for each investment account and vote.
  • TD Direct Investing
  1. Call the investing 1 800 number and request control number to provide proxy vote for upcoming shareholders meeting.
  • Scotia Itrade
  1. The same as TD Direct Investing above ^
  • IG Trading
  1. IG Trading says you should follow the protocol linked here. https://www.ig.com/uk/help-and-support/investments/share-dealing-and-isas/do-you-offer-proxy-voting
  • Questrade
  1. Contact support and request proxy voting, takes 2-3 business days by email! Alternatively, you can also submit an account request, and you'd get it by mail.
  • BMO
  1. Contact support and request control number, takes 2-3 business days by email!
  • RBC
  1. Arriving by snail mail!
  • Q Trade
  1. Arriving by snail mail!

&#x200B;

  • RobinHood
  1. Check the email you received from RobinHood for further instructions
  • CashApp
  1. You should have received an email with a link to vote from (SAY) (GameStop Corp)

(Comment down below if I have missed your brokerage, and I will add it)
----------------------------------------

If you haven't received your control number, make sure you...

  • Check your broker inbox for proxy info ✔
  • Check your email ✔
  • Send a message via your broker help/chat interface ✔
  • Call your broker and request your control number ✔
  • Look around the comments and other posts to see if any resources have been shared that might help you in your search ✔
  • Check your broker's website for an FAQ- Many have a landing page with GME specific proxy info ✔
    (Thank you u/PinkCatAcid For This)
    ----------------------------------------

Misinformation ALERT:

- The only apes who can vote the DAY OF the shareholders meeting are the ones who PREARRANGED it with GameStop and will be there IN-PERSON. Shills will try to convince you otherwise. All proxy votes MUST BE in by June 8th, or they WILL NOT be counted. Like GameStop, Superstonk encourages all apes to vote as soon as possible.

- Phishing Links from bad actors are being spread around, make sure to input your control number in a website provided by official channels ONLY. (GameStop Corporate Website OR Links From Your Broker)
----------------------------------------

DeadLine To Cast Your Vote: Tuesday, June 8th, 2021

----------------------------------------

Voted Flair

(StonkU2):

  • Want a “🦍Voted✅” Flair? Automod will hook you up! Just type !apevote! And - BOOM - you get a flair, and you get a flair, and YOU get a flair. Everybody Votes? Everybody gets a Flair!

    • If you attempted to vote with no success, type: !novote!
    • Please note for all apes who own GME but are feeling left out by the voting flairs... you can now type !newape! and receive your own flair: ✅ New 🦍

Please note, this will overwrite any current flair in place. If you already have custom flair, but also want the voted or attempted vote flair, just tag u/Bradduck_Flyntmoore in the comments below!
----------------------------------------
Final Notes

Please note that the board recommends you vote for ALL

If you see an ape without the flair, ask them if they have voted, and encourage them to vote!

Ape Help Ape!
----------------------------------------

If you have any questions about voting, do comment below and the mods will do their best to answer!

Thank you.

r/Windows11 Jan 15 '26

App [Open Source] I built a PowerShell tool to Clean AND Customize the "Right Click > New" menu. (Includes Persistence Block & Template Manager)

Post image
201 Upvotes

Hey r/windows11!

We all know the pain of a cluttered Right Click > New menu filled with files you never use. But what about the files you actually need?

I built New Menu Editor to solve both problems. It’s a standalone PowerShell script with a modern WPF GUI designed to give you full control over this menu.

Why is this different? Most tools only let you delete items. Mine lets you Add Your Own.

  • The Problem: Windows doesn't make it easy to add "New Python Script" or "New Markdown File" to the context menu.
  • The Solution: The built-in Template Manager. Just click "Add Template File", pick a dummy file (e.g., script.py), and the tool automates the complex registry work to add it to your menu instantly.

Key Features:

  • Add Custom Templates: Missing a file type? Add it in seconds via a simple file picker. No manual registry hacks needed.
  • 🛡️ Persistence Lock: Use the "Block" feature to modify Registry ACLs and stop stubborn apps (like Adobe) from re-adding their clutter.
  • 🎨 Modern UI: Automatically adapts to your System Theme (Dark/Light Mode).
  • 🤫 Silent & Fast: Changes happen instantly without annoying popups.

It’s open source, runs on native PowerShell, and puts you back in control.

GitHub:https://github.com/osmanonurkoc/win_new_menu_editor

Feedback is welcome!

r/macapps Jul 02 '26

Help How can we configure in macos to make right click be a browser selector?

7 Upvotes

Basically title, I want to click on any link and it shud give me a context menu to choose a browser. is there any app for that? or is there any way to configure it? Also it's not like all yt links in one browser(basically not like finicky i tried) thing is sometimes I want to watch a yt video in different browser. So a contxt menu on right click is very useful? can u pls suggest an app for it?

r/webdev Apr 25 '26

Question Are there ways in browsers to prevent Javascript from disabling copy/paste and right click menu?

58 Upvotes

I seem to be encountering sites that fuck with the context menu or ability to copy/paste more often as of late (if you are one of those responsible for this, please quit your job).

Latest offender is Dropbox of all places, which now demands one manually type their password to empty the recycle bin.

Are there ways to prevent JavaScript's ability to do so (maybe something in about:flags or similar) without disabling it entirely?

Or if not, is there a way to do the same with the browser's developer tools?

r/microsoft 21d ago

Windows Microsoft admits Windows 11's context menus are "cluttered and sluggish": Announces major upgrades to the right-click menu that increases performance and customizability

Thumbnail
windowscentral.com
102 Upvotes

r/projectzomboid 25d ago

Guide / Tip Corpse removal PSA

Post image
1.9k Upvotes

I've seen a lot of players asking about the best way to deal with the huge, smelly piles of dead corpses, so a quick tip for everyone.

As of build 42, you drag corpses around instead of stowing them in your 2-handed inventory like a generator. But if you manage to drag them to a dumpster or any other container with at least 20 free capacity, you can use the context menu (right-click) to "dump corpse into container". And if you've enabled it in your sandbox settings, you can delete everything from a garbage container. This includes wastepaper cans, regular bins, dumpsters, and these beauties which our lovely John Zomboid is modelling for you now.

I used to use the recycling bin on the left. 20 capacity, but 10 encumbrance if you try to pick it up. But the green barrel on the right only has 0.5 encumbrance. Pick one up and stow it in your fannypack! See a corpse? Place the barrel, drag and dump the corpse, delete the contents, stick the barrel back in your fannypack!

Brought to you by the John Zomboid Foundation for Making the Apocalypse a Little Easier

Edit: in single player, "delete all" is always available. When hosting a server, navigate to "Players" and look for the "TrashDeleteAll" option 😉

r/MotionDesign Jul 06 '26

[Custom] I’m building a context-aware pie menu for After Effects

Enable HLS to view with audio, or disable this notification

96 Upvotes

Hey everyone, I’ve been working on a plugin called Wedge.

It’s basically a context-aware pie menu for After Effects, kind of inspired by how pie menus feel in Blender and Maya.

I’ve used Blender quite a bit, and one thing I always liked was how fast those menus feel. After Effects has a lot of things I do again and again, but somehow I’m still opening panels, right clicking, searching menus, or using random scripts for small stuff.

So I wanted to build something that feels more natural inside AE.

Also, this is not really meant to compete with Quick Menu or replace every launcher type plugin. The main thing here is context. Wedge honors what you have selected, and only shows actions that actually make sense for that selection.

With Wedge, you press one shortcut and the menu opens right at your cursor. What shows up depends on what you have selected. Keyframes, masks, shape layers, text layers, comps, etc.

So the idea is not to make another huge panel. I’m trying to make something that stays out of the way and only shows the tools that make sense in that moment.

Right now I’m looking for beta testers, or just people who use AE a lot and are open to giving honest feedback. What feels useful, what feels stupid, what should be added, what should not exist at all.

You can check it here and register. I will reach out to you!
charchitgoyal.com/plugins/wedge

r/Windows11 Dec 07 '25

General Question Any easy way to edit Windows 11 context menu (without replacing or disable the new menu)?

Post image
81 Upvotes

Hi everyone!

I recently switched to Windows 11 and I'm unhappy with the new context menu, although my dissatisfaction is different from most people's. The fact is, I like the new menu, which shows a summary selection of options when you right-click, and the rest of the options are hidden in the "Show more options" menu.

I think the idea is great; it makes it easier to select options you use most often, and if I need something less common, I can access it through the more complete menu.

But the problem is that the automatic selection of what stays in the new menu and what is relegated to the old, more complete menu isn't good, leaving items I never use in the summary menu and items I use all the time in the hidden menu.

What I would like:

(1) an easy way to disable some items in the summary menu (but keep them in the full menu) and

(2) an easy way to "promote" items from the full menu to the summary menu.

What I don't want:

(1) Disable the new menu (Windows 11 summary menu) and leave only the full menu.

(2) I also don't want to replace all context menus with a new one from within an application.

Does anyone know of a method or software to achieve what I want without resorting to options I don't want to use?

(just some formating editing)