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 avatar commented on September 26, 2024

This was due to a slight oversight back when I had originally introduced GameType.h. In that commit, I forgot to take the magic numbers along, which 417cdf2 fixes.

Eventually, this should be solved with std::bitset, but for now, that'll do.

from shiromino.

 avatar commented on September 26, 2024

@gregorulm: Please beware that 4a1c180 currently introduces a segfault when starting the game, so if you want to build it right now, you would have to drop that commit from your local git tree. @nightmareci is currently working on a bug fix for displays with refresh rates beyond 60 Hz and committed that work in 4a1c180.

We should probably use feature branches for WIP-status stuff in the future, such that building from master always works.

from shiromino.

gregorulm avatar gregorulm commented on September 26, 2024

Thanks for addressing this issue so quickly! Using feature branches is a standard practice in software engineering for good reasons. I can only encourage you to adopt it for this project as well.

from shiromino.

 avatar commented on September 26, 2024

@gregorulm: Sure. It's just that I wasn't expecting people to use this repository so rapidly. The macOS build instructions, for example, weren't even up for 24 hours when I had received your initial support request. Rest assured that we'll put more work in improving our overall stability.

At the very least, the automated builds for Windows and macOS that I'm currently planning to output from our Continuous Integration pipeline should always work. For this process to be reliable though, we'd need unit tests. This is a pretty time-intensive endeavor, as there are currently no tests at all, and I'm also planning to transform the code base into standard C++ first. I'll document the general direction we're headed in a GitHub roadmap soon; just so that the process is more transparent.

In the meantime, @nightmareci has fixed the segfaults via 1690d6a. Thanks for being so patient; you should now be able to pull from master, and everything should just work.

from shiromino.

gregorulm avatar gregorulm commented on September 26, 2024

@Kdex My previous setup was to run Shiromino on a wine developer version (wine64) on macOS 10.15, so I was very eager to try out the native version. Anyway, I'm really happy to see increased development activity. I'll post a few issues/feature requests soon and contribute to the discussion a bit.

from shiromino.

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