Christian Selig

@christianselig
46.4K Followers
516 Following
7.2K Posts
iOS developer, creator of Apollo and Pixel Pals. Previously at . i love animals. 🌱
Pixel Palshttps://pixelpals.app
Pronounshe/him
The Fitbit Air is interesting

The Apple Watch is one of the most fascinating pieces of modern technology for me. A gorgeous screen, an abundance of sensors, and a bonkers amount of computational power in a tiny little package that fits on your wrist. It reminds me of the Vision Pro in that a good amount of the time I put it on I can’t help but smile at how far technology has came.

No charging stands for the Fitbit Air yet? I'll just make one and 3D print it, ezpz

(STL file if anyone wants: https://makerworld.com/en/models/2856326-fitbit-air-minimal-charging-stand-dock-charger)

Okay let's see what the hype is about (so far pretty cool)
Tahoe what are we doin, how is system data itself taking up so much storage space that I have *negative* 127 GB of storage left, does that mean I owe Apple storage
Really wish Rivian offered a NACS retrofit 🥲
Dang Backblaze is memory hungry on Tahoe, what are we using 33 GB of RAM for?
Accessibility is hard. Setting mom’s new phone up and at the larger text sizes you can’t read what you’re supposed to say to Siri so you can’t progress 🥲
While we're complaining about tvOS video players can we touch on the YouTube app tanking half the videos to 240p as soon you change playback speed to 1.5x

Okay figured it out, if you have *project* level config.toml, the following works fine for the codex-cli but not codex-mac:

[mcp_servers.XcodeBuildMCP]
command = "xcodebuildmcp"
args = ["mcp"]

Adding the environment specifically seems to fix the Mac app, and I just moved it to global codex config:

env = { XCODEBUILDMCP_ENABLED_WORKFLOWS = "simulator,ui-automation" }

Am I dumb or does Codex for Mac just not support any xcodebuildmcp interactions (like swipe, tap, etc.)? The cli version does properly for the same project. Anyone manage to get that to work? Is MCP setup different?