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Itms last won the day on October 12
Itms had the most liked content!
About Itms
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First Name
Nicolas
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Last Name
Auvray
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Gender
Male
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Location
France
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Itms's Achievements
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Alpha 27 Pre-release/Release Candidate Build Testing
Itms replied to Stan`'s topic in Game Development & Technical Discussion
News are coming soon. The plan is to get the release out around the new year. -
Planned Disruption - Migration to git and Gitea
Itms replied to Itms's topic in Announcements / News
We have seen much activity on the new platform since August That makes me happy, proud of the migration, and grateful for the contributions Now the pull requests have accumulated and we need some common rules to be efficient in reviewing. Of course, new PRs get more attention, and it's natural that some big/involved PRs spend more time in the review queue. The situation on Phabricator ended up unmanageable but I believe it had a lot to do with the UI. On Gitea it is immediately obvious how large the review queue is and what needs to be looked at. The only thing I think is missing is an equivalent of the "Changes Planned" status, i.e., the PR is not going to be abandoned, but the author is going to change things, and thus a final review is not wanted for now. This would allow team members to focus on ready-to-commit work that is sitting at the bottom of the pile. I propose to use the WIP: prefix for that situation. The PR is modified to WIP again when the author is still heavily modifying their proposal, or when a decision cannot be made right now. This doesn't prevent the CI to run, checks to pass, etc. On the other hand, at a glance, developers can see which older PRs need some final review. The community can also see where contributions are needed and what is the load status of the review queue. Would that sound good? Pinging the contributors with open PRs. If I start to set some PRs back to WIP, I wouldn't want contributors to think this is a rebuttal, but just some housekeeping. @paczek@Vantha@abian@real_tabasco_sauce -
Planned Disruption - Migration to git and Gitea
Itms replied to Itms's topic in Announcements / News
What about now? Finally gotten around to doing that too. I have many improvements to perform on this redirection tool, I will look into them ASAP. -
Itms started following mod: Grapejuice , I dont know why but my game looks like this is there anything i can do , "Package 0ad is not available" Kubuntu 24.04 and 3 others
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I dont know why but my game looks like this is there anything i can do
Itms replied to Hundi1905's topic in Help & Feedback
my eyes -
"Package 0ad is not available" Kubuntu 24.04
Itms replied to Timothy Cahill's topic in Help & Feedback
Oh sorry I have been tricked by the 0ad-data package... -
"Package 0ad is not available" Kubuntu 24.04
Itms replied to Timothy Cahill's topic in Help & Feedback
Hello! On Ubuntu, 0ad is in the "universe" repository. If you are running a fresh install, you may not have activated it yet. Please try sudo add-apt-repository universe before refreshing your package list in your preferred package manager. (there may also be a place in the GUI settings of your package manager to activate universe/multiverse repositories) -
That is something everyone can activate, @abian can activate PRs on their fork. I do not think there is an option to activate that by default and I'm not sure it's desirable (in terms of UI clutter).
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Planned Disruption - Migration to git and Gitea
Itms replied to Itms's topic in Announcements / News
I feel like some command invocations are redundant, but as long as it covers all ways of getting users out of trouble, I don't really mind. The top-left button brings you to the root of the subdomain, https://gitea.wildfiregames.com. I think any other destination would be very unexpected for a top-left button, it would certainly confuse me. However, I could definitely add a "Main repository" button in that top bar. I can even make it a 0ad-wheel-logo instead of a text button. I would place it in second position, just right of the WFG logo button. Would that sound good to you guys? -
A new git-based development environment
Itms replied to Itms's topic in Game Development & Technical Discussion
I sent you a forum PM. -
Trying to compile 0ad nightly-build – Debian Bookworm
Itms replied to zyli's topic in Help & Feedback
No, they don't, and I don't have a good idea to do that properly/automatically. -
A new git-based development environment
Itms replied to Itms's topic in Game Development & Technical Discussion
@Obelix Unfortunately, I confirm it is not possible Those are two different repositories, with extremely different histories, even though they contain roughly the same files in the HEAD revision. When a repository is moved to another address, the "SVN Relocate" command will save you from having to re-clone, but this is not the case here. Even if I had decided to create the nightly repo inside the "public" set of repos, using "SVN Switch" would have re-downloaded everything, as public/nightly wouldn't have any common history with public/ps. -
Hi @Grapjas, I signed the mod! Amazing work. I would love to see the sandstorms in the vanilla game!
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- rebalance
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Planned Disruption - Migration to git and Gitea
Itms replied to Itms's topic in Announcements / News
It is a git workflow, on a single repository. SVN is still used as a storage solution for two things, but not for storing the development history, i.e. it is not our VCS anymore. We still have some bundled libraries for building the game, they are stored in SVN but we'll get rid of that over time. It's a bit arcane and as a contributor you should not be concerned about it. Additionally, we continuously deliver a nightly built version of the game so that players can test the latest version without any knowledge of git. This uses SVN because our community is used to it by now. SVN allows users to update their nightly build incrementally, without having to re-download everything daily. Release bundles will also be automatically packaged using the nightly build.