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.
cycle-real-buffers was a tidbit of complexity that was never necessary
in the first place. This functionality was already available in the form
of the frame buffer-predicate parameter, which controls where functions
like next-buffer and other-buffer can land you.
The only thing I have to do myself, is check for the condition where
there are no more real buffers left to switch to, and in that case send
you to the fallback-buffer.
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.