tweak the algorithm slightly (since we forget the old check_interval).
In particular, never keep old times in reserve.
Makes for simpler and clearer reading
- update icinga-web to 1.8.1
- now, as the versions of icinga-core and icinga-web seem to diverge,
move version information to the individual Makefiles in core/ and
web/
ok sthen@ (MAINTAINER)
Changes for icinga-core 1.8.3:
Bugs
* idoutils: fix unknown column contactaddress_id (thx fmbiete) #3483 - MF
Changes for icinga-web 1.8.1:
Bugs
* Removed duplicate insert in sql upgrade scripts #3328
* IE7 window fix for cronk save dialog
* Disabled grouping of of unhandled problems grid #3320
* Re-added missing command restriction class #3457
* Removed ghost column after changing to new grid events #3458
* Fixes PNP extension #3427
* Removed flash for packaging and flash security fixes
* Various custom cronk dialog fixes
Features
* Allow xtypes in grid events to customize menues
* Clearcache enhancements
* Make ApiComboBox default for filters (Pagination)
Most things will move as a result of {install} changes.
Things that move because of EXTRA depends that are satisfied are unlikely to trigger
further changes.
So, stagger changes for "normal" tobuild -> queue first, and extra depends later.
Two further changes:
* I added CONFIG_ALSA=n back. Someone added it, I don't really know
why, but I see that some other ports are explicitely disabling ALSA
support, too. So I'll continue doing the same.
* I added a patch from upstream which fixes a segfault.
From maintainer Donovan Watteau, Thanks!
Ok aja@
to libusb1 but missed that the LIB_DEPENDS also needed to change; as a result
libusb-compat was stripped from the package dependency list (because libusb
was no longer used) but this broke the dependency chain to libusb1 so packaging
failed. pointed out by landry@
ago, don't run it again right now.
This prevents the Engine from busy-checking the same data when it's building
lots of small packages very fast.
(50 and 30 may need some fine-tuning)
Flare (Free Libre Action Roleplaying Engine) is a simple game engine
built to handle a very specific kind of game: single-player 2D action
RPGs. Flare is not a reimplementation of an existing game or engine. It
is a tribute to and exploration of the action RPG genre.
Rather than building a very abstract, robust game engine, the goal of
this project is to build several real games and harvest an engine from
the common, reusable code. The first game, in progress, is a fantasy
dungeon crawl.
Flare uses simple file formats (INI style config files) for most of the
game data, allowing anyone to easily modify game contents. Open formats
are preferred (png, ogg). The game code is C++.
ok kirby@
FCEUX is a portable and highly accurate NES/Famicom/Famicom Disk System
emulator with excellent compatibility with almost every rom dump
available, supports both PAL and NTSC modes, save states, game genie
support, and networking. FCEUX also offers tools for debugging,
rom-hacking, map making, Tool-assisted movies, and Lua scripting.
Finally FCEUX includes a GTK2 GUI to assist in configuration and
gameplay.
ok rfreeman@ landry@
- affinity info is similar to locks, but with a completely different
lifetime.
- streamline the main loop of the engine, so that it can do two passes:
first pass shuns paths with the wrong affinity. If no good path is found,
those are considered during the second pass.
- make the Core factory aware of what hosts might be running, so that
affinity info for machines removed from a config file will be ignored.
thanks to landry@ for a few tests.
zap all subpackages from the queue.
need to distinguish the normal case (is_done) with a simpler case
(is_done_quick) that's used when scanning the ports tree. Otherwise, we
would check multi-packages loads of time.
- don't build with -O3
- downgrade other plugins' lib dep on core plugin to build dep
- fix some MAKE_FLAGS overwriting that snuck in
- remove old post-patch targets
- update wantlib
- take maintainership