The frame buffer-predicate wasn't discriminating against buffers that
were in other perspectives, allowing you to `next-buffer` into them.
UNACCEPTABLE.
These two are now doom/open-scratch-buffer. If you're in a project,
a (persistent) scratch buffer is opened. Otherwise, a non-persistent,
transient scratch buffer is opened.
If ARG (universal argument) is non-nil, then use the current window
instead of a new window (or popup, if feature/popup is enabled).
Also, the ex command :x[!] is improved. The BANG = open in current
window.
Slightly more flexible. If you change the evil cursors, but want to
retain the color changes, you'll need to make `evil-default-cursor` and
`evil-emacs-state-cursor` into lists and add `+evil-default-cursor` and
`+evil-emacs-cursor` to them, respectively.
doom/{next,previous}-buffer was implemented so that these commands could
skip over unreal buffers, and land us on either a real one or the
dashboard. Using the frame's buffer-predicate parameter accomplishes
exactly this, natively.
+ Fix recursive find-file-in-project prompt with counsel-projectile.
+ Fix duplicate-workspace error (just switches to that workspace, rather
than trying to create one).
+ Fix dashboard replacing current buffer when switching to
a pre-existing project workspace.
Controlled by the buffer-local variable
+doom-modeline-enable-word-count. Use +doom-modeline|enable-word-count
to enable it in certain modes. By default, this is enabled in text-mode
derived buffers.
Initialization of the popup rules now happens later (on
doom-init-ui-hook). The two new options are:
+ +popup-enable-fallback-rules: the popup module defines two catch-all
fallback rules for buffers that match "^ \\*" and "^\\*". By setting
this option to nil, you can disable that behavior, in case you want to
set them yourself.
+ +popup-enable-default-rules: setting this to nil disable all default
popup rules for various essential Emacs and Doom buffers that should be
treated as popups.