This fixes the build of ports that use libvpopmail, at least on amd64,
and does not hurt on other platforms.
PR: 88402
Submitted by: Matteo Baldi <egon@egonflower.com> among others
I'm not a gamer, and I don't own the game, but this is an
important port and it would be a pity to see it orphaned. So
I'm willing to take maintainership until someone more suitable
steps forward..
BTW, Q4 runs great on FreeBSD. There are still a few tweaks
to be made (e.g. q4 would be glad to see linprocfs), but overall
it runs without any bugs, glitches or performance problems.
We need to put some pressure on Ati guys to release either
drivers or specs. Maybe we'll talk later about it at advocacy@.
After ports recompilation for 6.0 (upgrade from 5-STABLE)
I noticed that quakeforge start and plays the demo, but
completely ignores any keyboard input. Besides that, it
reports that plugin /usr/local/lib/quakeforge/console_client.so
cannot be loaded.
Investigation had shown that the plugin is used to drive
the game menu, and the reason it cannot be loaded is that
the main executable of the game does not export the symbol
Key_Progs_Init.
Symbol is absent since build links final exe from some
static libraries, and .o with Key_Progs_Init is (for some
reasons) not referenced by exe. As a workaround, I propose
to add an explicit reference for the symbol.
Proper fix would be something like -Wl,--whole-archive
switch for final link, but this does not work due to libtool
only allows to put switches at the start of the command
line. And cc links libgcc.a twice, that leads to duplicate
symbol definitions.
PR: ports/89065
Submitted by: Kostik Belousov <kostikbel@gmail.com>
Approved by: Alejandro Pulver <alejandro@varnet.biz>
After ports recompilation for 6.0 (upgrade from 5-STABLE)
I noticed that quakeforge start and plays the demo, but
completely ignores any keyboard input. Besides that, it
reports that plugin /usr/local/lib/quakeforge/console_client.so
cannot be loaded.
Investigation had shown that the plugin is used to drive
the game menu, and the reason it cannot be loaded is that
the main executable of the game does not export the symbol
Key_Progs_Init.
Symbol is absent since build links final exe from some
static libraries, and .o with Key_Progs_Init is (for some
reasons) not referenced by exe. As a workaround, I propose
to add an explicit reference for the symbol.
Proper fix would be something like -Wl,--whole-archive
switch for final link, but this does not work due to libtool
only allows to put switches at the start of the command
line. And cc links libgcc.a twice, that leads to duplicate
symbol definitions.
PR: ports/89065
Submitted by: Kostik Belousov <kostikbel@gmail.com>
Approved by: Alejandro Pulver <alejandro@varnet.biz>
o Update to 1.0.5
o Fix pkg-plist
o Add SHA256
o Old savegames seem to be compatible
PR: ports/89199
Submitted by: Andrew Pantyukhin <infofarmer@gmail.com>
Approved by: Ed Schouten <ed@fxq.nl>
to the first available view, unless status is set to 3xx, or there is a
response body. It also allows you to pass dump_info=1 to the url in
order to force a debug screen, while in debug mode.
If you have more than 1 view, you can specify which one to use with the
'view' config setting.
WWW: http://search.cpan.org/dist/Catalyst-Plugin-Session/
PR: ports/89170
Submitted by: Lars Balker Rasmussen <lars@balker.dk>
features for web application testing. The Test::WWW::Mechanize::Catalyst
module meshes the two to allow easy testing of Catalyst applications
without starting up a web server.
WWW: http://search.cpan.org/dist/Test-WWW-Mechanize-Catalyst/
PR: ports/89174
Submitted by: Lars Balker Rasmussen <lars@balker.dk>