On Thu, Jun 02, 2022 at 07:52:49PM -0400, George Rosamond wrote:
> Update from 1.3.3 to 1.4.0.
>
> Thanks.
>
> g
committed, thanks!
> Index: py-vpk//Makefile
> ===
> RCS file: /cvs/ports/archivers/py-vpk/Makefile,v
> retrieving rev
Hi,
The diff below fixes running games/witchblast for me. Before the patch:
$ witchblast
[ALSOFT] (EE) Cannot set priority level for thread
Witch_Blast:/usr/local/lib/libsfml-window.so.2.0: undefined symbol
'XRRGetScreenInfo'
ld.so: Witch_Blast: lazy binding failed!
Killed
$
After the patch, t
ok with me, please commit. I'm still moving cross-country and therefore very
short on time.
On Sun, Aug 7, 2022, at 4:56 PM, Jeremie Courreges-Anglas wrote:
> This diff has been in riscv64 snaps since some time already, I don't
> know how to fix the build with LTO enabled. The error message is i
Hi,
Here is an update to the latest Vulkan SDK 1.3.224.1, along with
glslang to 11.11.0. Tested here on my Intel Tigerlake setup without
regressions in vulkaninfo, vkcube, and vkquake. Also tested with
VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation; everything looking as
expected.
Sharing this to
GL
-
-DISTNAME = mojoshader-0.0.0.20211124
-GH_ACCOUNT = icculus
-GH_PROJECT = mojoshader
-GH_COMMIT =76293ed6d5c4bb33875abb92979309e2797cc6ed
-EPOCH =0
-
-SHARED_LIBS += mojoshader 2.0 # 0.0.0.20211124
-
-CATEGORIES = graphics
-MAINTAINER = Thomas
On Mon, Sep 05, 2022 at 06:40:42PM +0200, Paco Esteban wrote:
> On Sat, 27 Aug 2022, Paco Esteban wrote:
>
> > Hi ports@,
> >
> > This is an update of games/fheroes2 to its latest version 0.9.18
> > It builds and runs fine for me on amd64, not sure I did the right thing
> > with the right thing w
Hi,
Based on a diff from Brad and with a fix for the gamecontroller support
found by namn@. I've tested several consumers runtime. sthen@ said
Brad's diff that was the same except for the gamecontroller patch ran
into problems building games/devilutionx and games/warzone2100.
I'm attaching the SD
/html/kittens/transfer.html
> share/doc/kitty/html/kittens/unicode_input.html
Index: Makefile
===
RCS file: /cvs/ports/x11/kitty/Makefile,v
retrieving revision 1.13
diff -u -p -r1.13 Makefile
--- Makefile13 Mar 2022 16:22:00 -
Hi,
When I imported it, I had plans to include this in a project, but this
never materialized. Upstream is also dead with the last commit in 2017.
ok to send it to the attic?
Hi,
I have no use for this port anymore and upstream has archived the repo
and hasn't made any changes since 2020. I haven't used it recently and
dnSpy is probably not up-to-date with the recent developments and
releases in .NET.
ok to retire it?
Hi,
Here is an update to archivers/py-brotli to the latest version 1.1.0
from August 2023. I installed it and successfully tested the build of
the direct consumers py-fonttools, py-aiohttp, py-httpbin, and
py-requests.
ok?
As I don't use it anymore I will drop myself from MAINTAINER with/after
t
On Sun, May 12, 2024 at 08:26:57PM +0200, Solene Rapenne wrote:
> changelog https://github.com/ZDoom/gzdoom/compare/g4.11.3...g4.12.2
>
> tested with doom2 and brutal doom, sound + music worked fine
>
> one patch was merged upstream
I have the same diff and it works as expected with FreeDoom. ok
On Sun, May 12, 2024 at 12:02:50PM +0200, Solene Rapenne wrote:
> New version of kakoune available:
>
> - gzip_man=no in MAKE_ENV didn't work anymore, I patched Makefile
> - tests were not working, I reported it upstream who made a fix
> - compilation didn't work due to quotes being lost, upstream
On Thu, May 16, 2024 at 04:31:22PM +0200, Divan Santana wrote:
> Greetings :)
>
> So I've tried openarena on 7.5 on multiple systems [1,2], both systems
> the mouse refuses to work, the left / right movement is not working.
>
> The one system, it briefly works but stops after less then 15s.
>
>
On Sat, May 18, 2024 at 06:37:09PM +, Lucas Gabriel Vuotto wrote:
> Hello ports@,
>
> Since today's snapshot, it seems that something is off in arm64 and
> Perl:
>
> $ perl -MNet::SSLeay -e 'print "works\n"'
> SSLeay.c: loadable library and perl binaries are mismatched (got first
> handshake
On Sun, May 19, 2024 at 01:42:45PM +, Klemens Nanni wrote:
> My user is not in the 'staff' group and its default 1572864 is enough to
> start playing a serious game, which eventually crashes when, I presume,
> the world gets big enough.
>
> Losing your game/progress like that sucks, so I just
On Sun, May 19, 2024 at 09:15:44AM -0500, izder456 wrote:
> Hello ports@,
>
> I am working on a port for net/abaddon which is a lightweight GTK3
> discord client written in C++.
>
> I got so far until a `make package` where I get this error:
>
> ===> Building package for abaddon-0.2.1
> Create
On Sun, May 19, 2024 at 07:45:29PM +, Klemens Nanni wrote:
> 19.05.2024 18:04, Thomas Frohwein пишет:
> > I think the better approach is to pick an absolute datasize and set
> > that (or recommend it in README or MESSAGE). See chromium's
> > files/chrome:
On Mon, May 20, 2024 at 02:45:15AM +0300, Viacheslav Chimishuk wrote:
> When I try to build cmake-based application which uses sdl2-image it fails
> because of missing /usr/local/lib/libSDL2_image.so file.
>
> Cmake files provided by sdl2-image are looking for
> /usr/local/lib/libSDL2_image.so, wh
On Mon, May 20, 2024 at 11:38:12PM +0300, Viacheslav Chimishuk wrote:
> On 20.05.2024 09:20, Thomas Frohwein wrote:
> > Did this work for you? I built it with your patch, but the file
> > /usr/local/lib/cmake/SDL2_image/sdl2_image-config.cmake appears to be
> > unchanged and
On Mon, May 20, 2024 at 09:33:25PM +, Klemens Nanni wrote:
> 20.05.2024 00:13, Thomas Frohwein пишет:
> > Can we do the same check for -lt like with chromium? The reason is that
> > I don't think the datasize should be reduced if the user has set it
> > higher th
ok with +=
On Tue, May 21, 2024, at 4:25 AM, Theo Buehler wrote:
> On Tue, May 21, 2024 at 10:00:23AM +0200, Theo Buehler wrote:
>> As can be seen on
>>
>> http://build-failures.rhaalovely.net/sparc64/2024-05-18/summary.log
>>
>> spirv-tools is the immediate blocker for many missing ports on spa
On Mon, Apr 01, 2024 at 11:13:45AM +0100, Tom Murphy wrote:
> Hi,
>
> Below is a diff to update games/mvdsv from 0.36 to 1.00.
>
> Changelog:
>
> Improvements
>
> Reduce memory during loadmap (dsvensson)
> Enable pm_bunnyspeedcap cvar (ceeeKay)
> DOWNLOAD: bump download speed (qqs
On Fri, Jun 14, 2024 at 02:51:10AM +, Lucas Raab wrote:
> Hello,
>
> Here's an update for simpleini up to the latest. The only consumer is
> games/devilutionx which has been working fine, but looking for other
> tests for assurance.
>
> Thanks,
> Lucas
Pretty straightforward update for a hea
On Sat, Jun 15, 2024 at 09:43:16PM +0200, Stefan Sperling wrote:
> On Sat, Jun 15, 2024 at 12:42:02AM +0200, Solene Rapenne wrote:
> > this diff adds my Xbox One S Controller to sdl2
> > controller database so it works in chiaki (and maybe other)
> >
> > ok?
Could you by any chance check if this
Hi,
Please find attached a new port for games. The Powder Toy is a physics
sandbox that simulates materials and their interactions, including
heat, gravity, pressure. There are also electric circuits and it's
possible to build simulated electronic machines.
It looks like a graphics editor on firs
On Wed, Jun 19, 2024 at 10:43:32PM +0100, Stuart Henderson wrote:
> CXXFLAGS = ${CFLAGS}
>
> that doesn't seem quite right..
>
Hm was left over from my brute-force attempts with flags... This is one
(not the first) port with C++ where CXXFLAGS don't really seem to
matter; onl
urbanterror is another package that doesn't run without NOBTCFI.
Reported on reddit by Antoine-Darquier[1]. ok to add it with the diff
below?
[1]
https://old.reddit.com/r/openbsd/comments/1djhakq/urbanterror_error_on_amd_rx_7600_gpu/
Index: Makefile
==
On Thu, Jun 20, 2024 at 11:26:13PM +0200, Volker Schlecht wrote:
> I've been sitting on node v20.14.0 just long enough for the v20.15.0 release
> to happen :-)
>
> Built and tested on arm64 and amd64, and the diff doesn't look like it'd cause
> trouble on any other platform.
builds fine and I can
Hi,
ioquake3 is another port that fails with BTCFI, and for now restored to
running order with USE_NOBTCFI=Yes. While here, enable DEBUG_PACKAGES
per bentley's suggestion.
ok?
Index: Makefile
===
RCS file: /cvs/ports/games/ioquake3/
Hi,
Resurrecting this port draft - it looks like the custom zlib license is
a non-issue and I have made small adjustments (removing the RCS markers
from the previous version; adding language to README to make it clear
that the version has been modified to run on OpenBSD, lowercase of the
PKGNAME i
Hi,
This is the port of IndieRunner, which aims to serve as a versatile launcher
for commercial games released on other platforms with open-source engines/
libraries. It takes care of selecting a runtime, configuring it, and avoiding
to trip over bundled incompatible libraries.
Compared to fnaify
On Tue, May 14, 2024 at 12:40:48PM +0100, Stuart Henderson wrote:
> On 2024/05/10 10:00, Thomas Frohwein wrote:
> > On Fri, May 10, 2024 at 09:44:42AM -0400, Thomas Frohwein wrote:
> > > On Fri, May 10, 2024 at 11:31:54AM +0100, Stuart Henderson wrote:
> > > &g
On Wed, Jul 03, 2024 at 07:22:46PM -0400, Jag Talon wrote:
> Thank you for adjusting the REVISION! I should've read the man page
> first.
>
> How do you get the diff of a new file, btw?
Speaking mainly for cvs(1), after I `cvs add path/to/file`, the file is
now included in the diff (all + compare
On Fri, Jul 05, 2024 at 02:15:16AM +, Brian Callahan wrote:
> Hi ports --
>
> Here is an update to the open source Jazz Jackrabbit engine. Works OK on
> amd64, anyone else want to try it out?
Runs fine here; I can play it with gamecontroller. 2 comments:
portcheck(1) complains:
C++
On Sun, Jul 07, 2024 at 03:01:56PM +0900, SASANO Takayoshi wrote:
> Hello,
Thanks, I got this all to build and was able to spawn a contour
terminal, but I think this needs some more work. The prerequisites
first:
> https://marc.info/?l=openbsd-ports&m=171961710727187&w=2 (libunicode)
- can leave
On Sun, Jul 07, 2024 at 11:17:06PM +0100, Fabien Romano wrote:
>
> On 07/07/2024 22:37, Fabien Romano wrote:
> > same update including two more things.
> >
> > use proper IN_ENGINE_V to match BAR servers and be abale to join lobby.
> > bring bin/byar-chobby to setup and start BAR.
>
>
> > On 16
On Sun, Jul 07, 2024 at 06:24:17PM -0400, Thomas Frohwein wrote:
> On Sun, Jul 07, 2024 at 11:17:06PM +0100, Fabien Romano wrote:
> >
> > On 07/07/2024 22:37, Fabien Romano wrote:
> > > same update including two more things.
> > >
> > > use proper IN_ENG
On Mon, Jul 08, 2024 at 08:58:57AM +0100, Fabien Romano wrote:
> On 07/07/2024 23:36, Thomas Frohwein wrote:
> > On Sun, Jul 07, 2024 at 06:24:17PM -0400, Thomas Frohwein wrote:
> >> On Sun, Jul 07, 2024 at 11:17:06PM +0100, Fabien Romano wrote:
> >>>
> >>>
On Mon, Jul 08, 2024 at 08:28:22PM +0100, Fabien Romano wrote:
>
> On 08/07/2024 16:18, Anthony J. Bentley wrote:
> > Thomas Frohwein writes:
> >> This is the port of IndieRunner, which aims to serve as a versatile
> >> launcher
> >> for commercial game
On Mon, Jul 08, 2024 at 07:31:25AM -0400, Thomas Frohwein wrote:
> On Mon, Jul 08, 2024 at 08:58:57AM +0100, Fabien Romano wrote:
> > On 07/07/2024 23:36, Thomas Frohwein wrote:
> > > On Sun, Jul 07, 2024 at 06:24:17PM -0400, Thomas Frohwein wrote:
> > >> On Sun, Ju
On Tue, Jul 09, 2024 at 09:56:45PM +0100, Fabien Romano wrote:
>
> >
> > I'm still getting this error after deleting all those files. Seems to
> > me that there is a missing step, but I find pr-downloader stuff very
> > opaque... do you have any ideas?:
> >
> > Dependent archive "byar chobby tes
On Tue, Jul 09, 2024 at 03:17:24AM -0600, Anthony J. Bentley wrote:
> Thomas Frohwein writes:
> > On Mon, Jul 08, 2024 at 08:28:22PM +0100, Fabien Romano wrote:
> > >
> > > On 08/07/2024 16:18, Anthony J. Bentley wrote:
> > > > Thomas Frohwein writes:
&
As author of both, I consider fnaify obsolete at this point. While
there *could* be 1 or 2 games that work with fnaify but not
indierunner, the latter has all the tools to rapidly fix any such
issues and the overall structure is a lot more transparent, versatile,
and maintainable.
Anyone still cli
On Tue, Jul 09, 2024 at 09:56:45PM +0100, Fabien Romano wrote:
>
> >
> > I'm still getting this error after deleting all those files. Seems to
> > me that there is a missing step, but I find pr-downloader stuff very
> > opaque... do you have any ideas?:
> >
> > Dependent archive "byar chobby tes
0ad crashes with Illegal Instruction on launch until I build it with
USE_NOBTCFI=Yes. ok to add it to the ones with the exception until this
is fixed upstream?
Index: base/Makefile
===
RCS file: /cvs/ports/games/0ad/base/Makefile,v
re
I propose retiring multimedia/gnome-twitch. The GH thread at [1] makes
it fairly clear that since Twitch API change in 2020 [2], the project
is dead. The last commit on their master branch was in 2019, and the
last release version was in 2018.
[1] mentions streamlink-twitch-gui as an alternative [
This is a neat program for presentations or when I fail to find the
small cursor on my multimonitor setup. There is no manpage, but you can
see the syntax with 'highlight-pointer -h'. The program is <1,000 LOC.
Example:
$ highlight-pointer --show-cursor --hide-highlight \
--key-toggle-high
I've tried building the latest version 3 times without USE_NOBTCFI=Yes,
but every time it crashed with a native error. I'm attaching the error
log.
Adding USE_NOBTCFI=Yes fixes the build and I can run csharp interactive
shell again, as well as some FNA games. Diff at the bottom to add this.
ok?
c
I've tested this with a number of ports and no issues found. Changelog
is here:
https://github.com/libsdl-org/SDL/releases/tag/release-2.28.1
This is a stable bugfix release and no significant changes for OpenBSD
in the changelog. I have a list of reverse dependencies with notes on
which ones hav
On Sun, Jul 16, 2023 at 01:53:10PM +0100, Stuart Henderson wrote:
> On 2023/07/15 14:57, Thomas Frohwein wrote:
> > This is a neat program for presentations or when I fail to find the
> > small cursor on my multimonitor setup. There is no manpage, but you can
>
> Or there
On Fri, Jul 21, 2023 at 08:36:06AM +0200, Peter Hessler wrote:
> Huge amount of fallout from the SDL update.
from looking through the logs with:
ld: error: unable to find library -lSDL2-2.0
and seeing that everything now built on amd64, it looks to me like your
bulk probably ran before jca@ kindl
Hi,
This is a port of luasteam which is used by several games made with lua
or the love2d engine. It is just a shared object file which acts
similarly to libcsteamworks and hlsteam which we already have in ports
for other cases. It links to goldberg_emulator's libsteam_api.so. It
seems that the na
On Wed, Jul 19, 2023 at 06:33:52PM -0300, Lucas de Sena wrote:
> DSDA-Doom is a new doom source port.
>
> The port is building fine here with the patch I added.
>
> Ok?
A few comments/requests:
1. There are dependencies/WANTLIBS missing:
$ make port-lib-depends-check
dsda-doom-0.26.2(games/ds
On Tue, Jul 25, 2023 at 03:34:33PM -0300, Lucas de Sena wrote:
> On 2023-07-25, Stuart Henderson wrote:
> > On 2023/07/25 12:06, Lucas de Sena wrote:
> > > On 2023-07-24, Thomas Frohwein wrote:
> > > > 1. There are dependencies/WANTLIBS missing:
> > >
&
On Wed, Jul 26, 2023 at 09:03:42AM +0100, Stuart Henderson wrote:
[...]
> > fluidsynth v2.0 will be useful to know when we might be able to remove
> > that CONFIGURE_ARG in the future...
> >
> > with or without DEBUG_PACKAGES, ok thfr@
>
> couple of nits: make the comment a little more clear; put
This updates the vulkan ports to the latest SDK release. No complicated
changes. Thanks to jsg@ for the hint for the simple fix for the
namespace collision with major/minor that I somehow didn't think of.
Builds and tested on amd64 Intel Tigerlake with vkcube and vkquake.
This includes a fix for
2022-08-05 (sdk 1.55)
+SHARED_LIBS += steam_api 3.0 # 2023-05-08 (sdk 1.57)
CATEGORIES = games
HOMEPAGE = https://gitlab.com/${GL_ACCOUNT}/${GL_PROJECT}
MAINTAINER = Thomas Frohwein
Index: goldberg_emulator/distinfo
=
On Sun, Jul 30, 2023 at 02:43:14PM +, Brian Callahan wrote:
> Hi ports --
>
> Attached is a new port, games/candycrisis. It is an open source clone of
> Puyo Puyo.
>
> ---
> pkg/DESCR:
> Candy Crisis is an unofficial source port of the old Mac game Candy
> Crisis to modern operating systems.
On Sat, Jul 22, 2023 at 07:01:44PM -0400, Thomas Frohwein wrote:
> Hi,
*ping*
with updated tarball that includes patches/patch-src_user_cpp that
fixes build with the just-updated goldberg_emulator steam SDK 1.57 API.
ok?
> This is a port of luasteam which is used by several games made wi
Hi,
To my knowledge, the main use of godot,-main is running Godot apps
(games). I've been doing that a bit, but ran into the issue that with
gamepad-controlled games, the X server puts the display to sleep after
a while because of the timeout on keyboard/mouse input.
I looked at what sdl2 does, a
On Mon, Jul 31, 2023 at 10:29:46AM +0200, Omar Polo wrote:
> On 2023/07/30 16:39:41 -0400, Thomas Frohwein wrote:
> > On Sat, Jul 22, 2023 at 07:01:44PM -0400, Thomas Frohwein wrote:
> > > Hi,
> >
> > *ping*
> > with updated tarball that includes patches/pat
On Mon, Jul 31, 2023 at 07:04:15PM -0400, Thomas Frohwein wrote:
> Hi,
>
> To my knowledge, the main use of godot,-main is running Godot apps
> (games). I've been doing that a bit, but ran into the issue that with
> gamepad-controlled games, the X server puts the display to s
On Wed, Aug 02, 2023 at 10:18:16AM +0200, Omar Polo wrote:
> On 2023/08/02 09:56:07 +0200, Omar Polo wrote:
> > On 2023/07/31 19:37:44 -0400, Thomas Frohwein
> > wrote:
> > > I am attaching a tarball with the above changes. ok?
> >
> > you could consider cha
This is a straightforward-looking bugfix update for sdl2 (famous last
words...). There are no symbol changes and most changes affect other
operating systems [1]. I've built and run a couple of the consumers and
no issues found.
ok? if I don't hear back in the next days, I'm planning to go ahead wi
On Fri, Aug 04, 2023 at 11:07:12PM +, Brian Callahan wrote:
> Hi ports --
>
> Attached is an update to OpenRCT2. It brings in several years worth of
> updates. The updates to the port itself will make updating OpenRCT2
> easier going forward, so we won't be years behind any more.
>
> This wor
On Sat, Jan 28, 2023 at 11:46:10AM +0200, Timo Myyrä wrote:
> Thomas Frohwein writes:
>
> > Hi,
> >
> > This diff updates gzdoom to latest version 4.10.0. I've been trying out
> > a few gzdoom games and ended up updating this port in the process, even
> >
On Sun, Aug 06, 2023 at 12:20:48PM +0300, Timo Myyrä wrote:
[...]
> > -- D_DoomInit();
> > -
> > - extern void D_ConfirmSendStats();
> > - D_ConfirmSendStats();
>
> Thanks for the diff.
> Does this run for you? I get following:
> [tmy@asteroid gzdoom]$ gzdoom
> GZDoom - - SDL version
>
Hi,
This update for Godot updates the bundled GodotSteam to the latest
version 3.20. There is a bit of churn with matching the API to
goldberg_emulator, but no fundamental change. Upstream has also changed
its versioning of GodotSteam releases FYI.
Changelog is here: https://godotsteam.com/change
Discussed off-list with op@ already; sharing here also for documentation
of the issue: Godot 3.5 introduced stricter checks on shader syntax [1]
which was classified as a breaking change. This was discussed [2]
upstream and they conceded that starting with a warning would have been
better, but didn
Hi,
This diff includes 2 types of changes that I think can be reasonably
lumped together as quality-of-life improvements, one for the editor
(bin/godot-tools), and the other one for export template (bin/godot).
First, fix up execpath by hardcoding it again. I think this was dropped
when godot swi
On Sun, Aug 13, 2023 at 11:28:14PM +0200, Omar Polo wrote:
[...]
> > This fixes returning to the project manager when quitting the editor
> > with Shift-Ctrl-Q or menu Project -> Quit to Project List. (Without
> > this patch what happens is that it will just abort with an error about
> > not find
This is a pretty straight-forward, python-based port. It is a bit
similar to focuswriter and ghostwriter in its application. I like the
chapter/scene tree that allows for rearranging the elements of the
work. It has a focus mode (F8) that removes most of the interface to
help focus on writing text
On Thu, Aug 17, 2023 at 11:18:29AM -0700, Ryan Freeman wrote:
[...]
> Bubbling this one back up, I'd love to see it go in. I've went ahead and
> taken MAINTAINER anyway, adjusted HOMEPAGE to https://crispy-doom.org/ as
> it has a real website since some time.
>
> portcheck,port-lib-depends-chec
On Thu, Aug 17, 2023 at 02:08:09PM -0700, Ryan Freeman wrote:
> On Thu, Aug 17, 2023 at 03:24:38PM -0400, Thomas Frohwein wrote:
> > On Thu, Aug 17, 2023 at 11:18:29AM -0700, Ryan Freeman wrote:
> >
> > [...]
> >
> > > Bubbling this one back up, I'd l
You need a recent snapshot more recent than 2023-08-10 or build make(1)
in a src tree yourself (e.g. `# make install` in /usr/src/usr.bin/make/)
The related commit:
https://marc.info/?l=openbsd-cvs&m=169166466825837&w=2
On Sat, Aug 19, 2023 at 12:23:03PM +0900, lain. wrote:
> I just updated my po
Hi,
This is a bigger diff that (finally) enables the mono module for Godot
and allows running Godot projects with C# instead of Godot's own
GDScript language in the editor. As this has been a bigger endeavor,
I'm structuring this email a little more.
Background
--
Upstream has a convolut
On Fri, Aug 25, 2023 at 06:40:24PM +0200, Stefan Hagen wrote:
[...]
> Looks good, thanks.
>
> OK sdk@ if anyone wants to commit.
I committed it, thanks!
On Wed, Aug 16, 2023 at 06:10:09PM -0400, Thomas Frohwein wrote:
> This is a pretty straight-forward, python-based port. It is a bit
> similar to focuswriter and ghostwriter in its application. I like the
> chapter/scene tree that allows for rearranging the elements of the
> work. It
On Fri, Aug 25, 2023 at 08:43:45PM +0100, Stuart Henderson wrote:
[...]
> Basically LGTM. Please avoid the old python-upstream-deprecated build
> things by replacing MODPY_SETUPTOOLS=Yes with MODPY_PYBUILD=setuptools
> and regen'ing plist, then it's ok with me.
Thanks, I committed it with these ch
1-week *ping*
On Thu, Aug 24, 2023 at 11:47:06PM -0400, Thomas Frohwein wrote:
> Hi,
>
> This is a bigger diff that (finally) enables the mono module for Godot
> and allows running Godot projects with C# instead of Godot's own
> GDScript language in the editor. As this has be
Diff below, tested with the usual - vkcube, vkcubepp, vulkaninfo work
as expected. I'm noticing with vkquake that there often different
errors on startup which don't seem related to vulkan (I noticed them
previously; probably a race condition and will check out for vkquake
port independently). Note
On Sat, Aug 26, 2023 at 07:39:54AM +0100, Stuart Henderson wrote:
...
> > # Get source from pypi.org
> > #MODPY_PI =Yes
> > -#MODPY_SETUPTOOLS =Yes
> > +#MODPY_PYBUILD = setuptools
>
> Ah yes, probably a good idea. Maybe mention some of the other build
> backends with a
On Sat, Sep 02, 2023 at 10:11:12AM +, Lucas Raab wrote:
> Hello,
>
> Here's a new port for a forthcoming update to devilutionX.
>
> SDL_audiolib is an audio decoding, resampling and mixing library.
>
> It is a small and simple to use C++ library for playing various audio
> formats. It is a t
Latest release of SDL2, describes as stable bugfix release. No library
symbol changes. By method of random sampling, tested a few consumers in
the ports tree and no build or runtime issues which is as expected.
ok?
planning to commit this in a few days if I don't hear anything back
Release Notes
On Sat, Sep 02, 2023 at 08:03:44PM +0200, Marc Espie wrote:
> Tricky part was to figure out where to put it. I won't change the
> old CONFIGURE_STYLE stuff because it's unlikely to be needed anymore,
> but putting the check inside modules.port.mk means that other modules
> can just define GH_TUPLE
On Tue, Sep 05, 2023 at 01:04:30PM -0400, Daniel Dickman wrote:
> On Tue, Sep 5, 2023 at 12:28 PM Volker Schlecht
> wrote:
> >
> > Looking towards an upgrade to Ocaml 5.x sometime in the not-so-distant
> > future,
> > what are the opinions on net/mldonkey which still ties us to keeping
> > lang/
On Tue, Sep 05, 2023 at 02:28:33PM -0400, Thomas Frohwein wrote:
[...]
> > In the meantime I'd rather consider removing lang/haxe which has been
> > marked BROKEN for years. Removing haxe would mean we could remove
> > ocaml-camlp5 which is the only thing I found
On Thu, Sep 07, 2023 at 07:06:31PM +0200, Marc Espie wrote:
> Does anyone actually use the "checkpatch" target ?
>
I didn't know it exists. Reading the documentation in bsd.port.mk(5),
I'm not sure I see a case for me to use it as `make clean patch` is very
fast here. Might be of interest for lar
On Thu, Sep 14, 2023 at 02:28:55PM +0200, Marc Espie wrote:
[...]
> > +.It Ev TEMPLATE_WRKSRC.
> > +Template for automatically generated the name of the source
> > +directory extracted when using
> > +.Ev DIST_TUPLE .
> > +Very similar to
> > +.Ev TEMPLATE_DISTFILES. .
> > .It Ev TEST_DEPENDS
>
On Fri, Sep 15, 2023 at 05:37:17PM +0300, Kirill Bychkov wrote:
> Hi,
> Attached is a port of VCMI-1.3.1, an open source Heroes
> of Might and Magic III engine.
> Played some campaigns and scenarios.
> OK to import?
Wow, great! The project has come a long way - I tried it 3-4 years ago
and remembe
On Wed, Sep 13, 2023 at 02:57:29AM -0600, Anthony J. Bentley wrote:
> Hi,
>
> vgmstream is a library for playback of hundreds of streamed (prerecorded)
> audio formats used in video games. This package contains two components:
> vgmstream-cli, which decodes music files to .wav, and vgmstream123,
>
On Sat, Sep 16, 2023 at 05:27:21PM -0400, Thomas Frohwein wrote:
[...]
> > Anthony J. Bentley
>
> Builds, looks good to me. I ran a sample .wav file without issues with
> vgmstream123. ok thfr@
As GH_* might not be with us forever, here is a diff for your port that
uses DIS
Hi,
HashLink has instructions for embedding [1], however the referenced
src/main.c relies on other parts like hlmodule.h/module.c that are not
part of the normal install of libhl.so.X.Y. This diff builds a second
shared object libhl_module.so.0.0 which is basically bin/hl without
main(). It also i
On Tue, Feb 18, 2020, at 11:01 AM, Jeremie Courreges-Anglas wrote:
> On Tue, Feb 18 2020, Daniel Dickman wrote:
> > Update camlp5 to 7.11 for improved ocaml 4.10 support.
> >
> > The only consumer seems to be lang/haxe which is currently marked BROKEN.
For what it's worth, I'm working on unbreaki
UFX} \
+ haxe-ocamldeps-${V}.tar.gz:0 \
+ ${HAXELIB}.tar.gz:1 \
+ ${HX3COMPAT}.tar.gz:2
+
CATEGORIES = lang devel
HOMEPAGE = https://haxe.org
MAINTAINER = Thomas Frohwein
# GPLv2+ (Haxe compiler), MIT (standard lib and Neko virtual machine)
+# OCaml build dep
Hi,
Please find attached a new port of hashlink. HashLink as a format is a bytecode
target for Haxe. The HashLink virtual machine (this port) provides a runtime
for the bytecode, along with a set of libraries in the haxe .hdll format to
allow use of OpenAL, SDL2, MySQL, SSL, libui, libuv, and libf
On Fri, Feb 28, 2020, at 3:58 PM, Matthias Kilian wrote:
> Hi,
>
> this happens for me on amd64-current (OpenBSD 6.6-current (GENERIC.MP)
> #11: Wed Feb 26 09:47:43 MST 2020), ports tree from about the same
> time:
>
> I've noticed that lang/haxe tries to download some files at build
> time using
Charlene, Theo,
Thanks for the input. I have an expanded diff taking all of this into
account.
The additions are:
- Instead of stub resolve function in uv.c, use the commit from Motion
Twin. This allows leaderboards and daily challenges to work in Dead
Cells.
- Add conditionals for typedef's
ok for Charlene's diff and I will add the rest later.
On Fri, Mar 6, 2020, at 9:35 AM, Kurt Mosiejczuk wrote:
> On Thu, Mar 05, 2020 at 03:51:18PM +0100, Charlene Wendling wrote:
> > > #COMPILER_LANGS = c
>
> > I forgot to test with that in it. It still builds fine, i'm attaching a
> > modi
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