ngs easier to follow.
When you are referring to "other people's code", according to git log
Tony has been the primary contributor, so that would be his call then?
Tony, this is
http://www.winehq.org/pipermail/wine-patches/2011-July/103866.html
-- what's your take?
Gerald
I
make it even better, I would like
to combine it into the control panel.
--
Tony (Chi Zhang)
xisting wine recognize it?
> git has a web interface with a history and the first commit for inetcpl.cpl
> is a minimalistic control applet.
> ( http://source.winehq.org/git/wine.git/history/HEAD:/dlls/inetcpl.cpl )
>
> Thanks, that helps a lot.
--
Tony (Chi Zhang)
could work for me). I'd really like to try
create and build some test applet in order to understand it better.
Sorry for taking your time. Thanks in advance.
Best,
--
Tony (Chi Zhang)
y the
variable names and the organization of the files (the call chain).
I'm able to find some documents talking about how to create control panel
applet in Windows CE (haven't got time to read them through). Is that
similar to creating cpl in wine?
--
Tony (Chi Zhang)
Now I see what you meant. That really is a nice feature to do something like
"winecfg vd=1024x768".
I'll see if I can understand how winetricks accomplish that.
On Wed, Mar 23, 2011 at 1:05 PM, Dan Kegel wrote:
> Winetricks is a simple script that adds a few mssing things to wine, e.g.
> it's h
) and
the CLI all interact with the corresponding libraries?
About winetricks, I do not know much about it. What exactly do you mean by
"winetricks settings"?
--
Tony (Chi Zhang)
On Wed, Mar 23, 2011 at 9:15 AM, Dan Kegel wrote:
> Also... it would be nice if there were a central comm
Dear Owen,
Thank you for pointing me to those information. I'll take a look at those
and try to figure out the process of making control panel applets.
Unfortunately, I have no background in Windows programming, but I do want to
get some through this project.
--
Tony (Chi Zhang)
On Wed
ng
of the challenges of this task.
Sincerely,
--
Tony (Chi Zhang)
Am 19.04.2010 20:48, schrieb Christian Costa:
> Well, it's your code, correct ?
> I suggest to simply remove these checks. There does not bring any
> added values.
It's my own code, but I noticed this flaw some time after GSoC was over,
it can be quite disturbing.
Additionally, the checks might not
age,
> +D3DRTYPE_TEXTURE, *format);
> +}
> +
> +if (d3d)
> +IDirect3D9_Release(d3d);
> +
> +if (FAILED(hr))
> +return D3DERR_INVALIDCALL;
Maybe we should add a FIXME within that if (FAILED(hr)), since that part is
something which still needs to be implemented.
Best regards, Tony
Am 28.01.2010 21:42, schrieb Loïc Hoguin:
>
> What would be the solution then to have a chance to get Tony's work
> committed if he can't/won't do the rest of the work himself
FWIW, I handed in my skilled-work paper today, so I've had some spare
time today again. I just prepared a patch which imple
Am 28.01.2010 20:38, schrieb Reece Dunn:
> There is already support for WIC codecs by Vincent Povirk that has
> been committed into wine, supporting bmp, jpeg, gif, png and other
> formats.
>
> I don't know how complete this is, though, for what D3DX needs.
>
> - Reece
>
>
yeah, the plan was to
ink I have a game that uses the mesh code so, sorry, I have no
> interest about that.
>
>
Yeah, meshes are handled internally most times, but they were neccessary
for the DX SDK samples, in the first place.
Best regards, Tony
aybe a part of it
(if that'd be usuable at all), otoh maybe it's not that hard in the end
though... That should be checked before of course. I'll have to hand in
a paper tomorrow, so I'll be busy for the rest of this evening, I could
maybe take a look at that tomorrow.
Best regards,
Tony
> Hello,
>
> Well I'm mostly interested in the texture code, but I probably shouldn't
> begin with that. So I'll take the font code. It's not really a critical
> part so I can take my time doing it and learning wine development
> without conflicts with my normal schedule. Then if the texture code
faces from d3dx into d3d10), but you should maybe clarify
with some d3d devs how much code can be shared here before.
Just my suggestion, there might be other interesting areas of d3dx and
Wine in general as well of course.
Best Regards,
Tony
> Hello,
> I might be interested as a side project. I've been poking around in the
> wine code looking for something interesting for the last few weeks and
> this might be it. However I know I wouldn't have much interest in it if
> it doesn't actually help me, so I'd like to know a few additional
x27;ll
provide him with the most up-to-date work of mine.
If there's anything anyone might want to ask, just answer this mail or
contact me directly on irc at #winehackers, my nick is BigBrain and I'm
around quite often.
Best regards, Tony Wasserka
>
> You are right, but it would be neat to have them all grouped like they
> are in d3dx9tex.h.
>
Not sure about that, assuming we ever support all possible filters and
conversions in D3DXLoadSurfaceFromMemory, we probably don't want to have
the texture stuff starting suddenly at line 3k or some
Hi,
> If you make those into arrays you will be able to cut down on the code size,
> and the compiler might like it better.
>
While I didn't notice any speedups in the code itself, it's a bit
cleaner (especially the format table) now, thanks!
(Come to think about it, it wouldn't have made much
te function, but I don't think it's worth to add
another hundred lines of code for this small optimization :/
Apart from that, I'll be changing my code accordingly to your suggestions.
Best regards,
Tony
her comments which could be interesting to me at this point are
also appreciated, of course.
Best regards,
Tony
>From 4a726e260502e8ad9ccb5ab11549b946fa236528 Mon Sep 17 00:00:00 2001
From: Tony Wasserka
Date: Tue, 25 Aug 2009 14:30:52 +0200
Subject: [PATCH] d3dx9: Implement converting an
palettes I guess)
or filtering and it only works in very specific cases (i.e. same dimensions, no
color keying, no filtering), applications are more likely to do things like
that on their own probably. D3DX has been created for the general case mostly,
so optimizations like this would just make the code more complicated ;)
Tony
Roderick Colenbrander schrieb:
> Hi Tony,
>
> +WideCharToMultiByte(CP_ACP, 0, This->desc.FaceName, -1,
> desc->FaceName, sizeof(desc->FaceName) / sizeof(CHAR), NULL, NULL);
>
> sizeof(desc->FaceName) / sizeof(CHAR) won't give you the length of the
> string
Roderick Colenbrander schrieb:
> Hi Tony,
>
> +hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE,
> DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH,
> "Arial", &font);
>
> A bunch of font tests all use Arial. On Windows this font
Stefan Dösinger schrieb:
> Am Wednesday 17 June 2009 18:29:57 schrieb Tony Wasserka:
>
>
>> @@ -300,6 +301,12 @@ HRESULT WINAPI
>>
> D3DXCreateFontIndirectW(LPDIRECT3DDEVICE9 device, CONST D3DXFONT_
>
>> object->device=device;
>>
Ben Klein schrieb:
> 2009/5/23 Stefan Dösinger :
>
>> Am Freitag, 22. Mai 2009 19:15:22 schrieb Roderick Colenbrander:
>>
>>> So what they are saying is that Nvidia has a license on the s3tc
>>> patent for use in those tools but if we would rip their code out we
>>> wouldn't be covered unle
)compression part is coverered by S3's patents, but the Gimp DDS
plugin and this
(http://mollyrocket.com/forums/viewtopic.php?t=392) seem to provide OSS
solutions for it anways.
So... Can anybody tell me for sure wether I may implement this code or not?
Best regards, Tony
Tom Wickline wrote:
> Hello,
>
> I have been trying to access the Wine deb archives for about
> six hours now and Ive been receiving a "connection to the server was reset"
> error. I'm not sure how long this has been the case but can the maintainer
> of the archive please look into this failure?
>
no device (or any other D3D9
specific interface) parameter
and has the exact same parameter list can safely be forwarded to d3dx8.
However, are you sure it's only BOOL in d3dx8? AFAIK, dll functions always have
to be WINAPI,
as the calling convention gets screwed up otherwise...
Best regards, Tony
215-253:
1) Is it okay to initialize D3D that way?
2) Can I simplify the initialization even further?
Also, I'd like to know wether the code in general is clean enough. Any
other feedback is welcome, too.
Best regards,
Tony
(Note1: This test only finishes successfully if my recent
Hi,
> +#include "config.h"
> +#include "wine/port.h"
> +
> +#include
> +
> +#include "windef.h"
> +#include "winbase.h"
> +#include "wingdi.h"
> +#include "winuser.h"
> +#include "wine/debug.h"
> +
> +#include "d3dx9.h"
There's no point in including so many unneccessary header files.
Hi,
one very little thing: You could include d3dx9.h (from d3dx9effect.h)
after the #define __D3DX9EFFECT_H__, as this reduces compile time
slightly when included twice or more. No actual reason to resend though,
just an advice for future.
Best regards,
Tony
mpare it to hard-coded values (I'm not sure about
that one though, it's just what _I_ would do). It would at least make
the whole thing easier be adopted to new tests (of the same function
with different values).
Best regards,
Tony
ee no problem in the existing makefiles then, as linking
with d3dx9 should work.
Can't help you with that though as I don't have a working Windows
installation ATM though :-/
> Hi,
>
> any idea to fix this problem?
>
> David
>
> 2008/9/11 Tony Wasserka <[EMAIL
Your latest patch is already doing it right, IMPORTS must be changed to
d3dx9_36 and IMPORTLIB must stay d3dx9.
>
>
> any idea to fix this problem?
>
> David
>
> 2008/9/11 Tony Wasserka <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>>
>
>
>
> On Mi, 2008-09-10 at 18:16 +0200, Tony wrote:
>
>> Hi,
>> At least for all Windows versions below Vista, the d3dx9 importlib does
>> exist (and d3dx9_36 does not),
>>
>
> I installed a recent dx9-runtime on my w2k test system, but a d3dx9.dll
&g
he official DirectX SDK.
Best regards,
Tony
> Hi,
>
> Yes, I learnt that in IRC. But there is a real problem. With a native
> box, there is no d3dx9.dll. So, wine-test mustn't call it.
> Currently, wine-test calls it and all the tests are skipped in a real
> windows box. Yo
Hi,
At least for all Windows versions below Vista, the d3dx9 importlib does
exist (and d3dx9_36 does not),
so either something is screwed up with your system or Vista is handling
it otherwise (in that case we need
another solution though).
Best regards,
Tony
se. (Though
a device pointer isn't even neccessary yet, so you could also leave it
away)
Best regards,
Tony
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sichern!
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to smaller chunks.
Also, you need to convert a D3DXCreateEffect call into a
D3DXCreateEffectEx call, look at font.c to see how it's done for
D3DXCreateFont. This applies to the D3DXCreateEffectFromFile calls, too.
Best regards,
Tony
Unbegrenzter Speicher, Top-Spamschutz, 120 SMS u
id numbers? etc.)
5. It's not bad, but for the future you may want to split the implementation
and the test in two patches so that you have a greater chance to get one of
them in.
Best regards,
Tony
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>From 66f62937ccb3a562e0c6cc489a5099166870efeb Mon Sep 17 00:00:00 2001
From: Tony Wasserka <[EMAIL PROTECTED](none)>
Date: Sat, 12 Jul 2008 13:02:25 +0200
Subject: [PATCH] d3dx9: Add stubs for the ID3DXSprite functions
---
dlls/d3dx9_36/Makefile.in|3 +-
dlls/d3dx9_36/d3dx9_36.spec |2 +-
> So... lots of people are going around installing
> all of directx, and maybe all they needed was, say,
> d3d9x_35. That's not good. This sounds like
> a job for winetricks!
> But I know nothing about direct3d. Could somebody
> have a look at this draft and see if it suffices? All
> I added wa
n you wrote the reply
and then nearly forgot about it.
I'd agree with that design and I'll soon prepare a stub-layout for texture.c
for after-code-freeze.
However, have you finished the D3DXCheckTextureRequirements code meanwhile so
we can start
implementing the other functions?
Best regards,
Tony
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tion from the 24th March if
you've stopped to work on it ;-)
However, feel free to comment on my proposals for the texturing functions
and tell me if you see any concerns with it :)
Best regards,
Tony
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http://
emory/Surface
implementations when my D3DXLoadXXFromFile functions are ready, thank you!
However, I don't wanna push you, but can you send me your current code for
D3DXCreateTexture+D3DXCheckTextureRequirements so that I can
work on D3DXLoadXXFromFile and the other functions until it
Hi,
Are you still working on the texture functions?
I'd need them for completing my ID3DXSprite implementation,
so if you don't mind I could complete your started patches.
Best regards,
Tony
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> > +This->current = This->current +1;
> > +HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->matrix,
> > (This->current +1) * sizeof(D3DXMATRIX) );
> > +if ( This->matrix == NULL ) return E_OUTOFMEMORY;
> Aside from being a bit suboptimal (doing a realloc on every push),
> this p
> Well no, you keep track of the array size and grow it when it's too
> small when doing a push.
i.e. HeapReAlloc
http://msdn2.microsoft.com/en-us/library/aa366704(VS.85).aspx
You may optimize that if you allocate space for 2 or so matrices at once,
as it decreases the number of HeapReAlloc calls
> The commit comment for this patch is rather non-descriptive... what is
> this supposed to fix?
> An array based stack seems more appropriate than a list based one for
> ID3DXMATRIXStack, why change that?
I think so, too (after taking a closer look at the interface documentation at
msdn).
Though
t Windows 7 xD
(though this is unlikely to happen, but dreams never die...)
Best regards,
Tony
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dy.
> Ok, then the SOC text on the wiki for this item is slightly
> "misleading" / outdated.
I have updated the GSoC and D3DX wiki sites, so that one
gets a very quick overview of how "far" we are with implementing it, yet.
Best regards
Tony
ably call D3DXCreateTextureFromFileEx here to prevent
duplicated code. If you're going to implement that function, too, you may need
to stub D3DXFilterTexture (just from looking at the parameter list of the
extended function, not sure if you REALLY need to do so).
Tony
Unbegrenzter
lease calls anyways).
Also, ResetDevice is the same as D3DXCreateRenderToSurface,
as it doesn't do anything either.
But thank you for the time you spent on reviewing my patches :)
Best regards
Tony
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y NEWTRACE, which does exactly the same but also
increments our
tab (or space) counter by one.
4) make sure that there's also an ENDTRACE macro at the end of each function
that decrements
the counter again.
At least I would find this idea very useful, so feel free to leave a comment
r Wine's maintainer (Alexandre
Julliard) but one of them was wrong every time. I am pretty sure I got
the name of Wine's maintainer right so I think it has to be the capcha
but I have never had problems with them before.
Just so's you know...
--
Tony Lambregts
lately.
Alexander Nicolaysen Sørnes
Chris Morgan
Jeff Zaroyko
--
Tony Lambregts
> Shouldn't that be a n (here and in the other patches)?
> Setting object to NULL here doesn't do a whole lot, you should set
> *object to NULL (also goes for the other QueryInterface
> implementations). Also, you'll probably want to put the TRACE before
> the if block.
Thank you very much for po
Okay, thanks. Then I'll just resend them and see if they get in this time.
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Hi,
It's nearly two weeks ago that I sent those patches, so I was curious if there
are any
problems with it?
http://www.winehq.org/pipermail/wine-patches/2008-February/049554.html
http://www.winehq.org/pipermail/wine-patches/2008-February/049667.html
http://www.winehq.org/pipermail/wine-patches/20
Oh well, I forgot one point:
if you take my example code again, but don't build it under winelib
but under windows (i.e. it's a real win application) but later run
it with wine it may also fail because all dlls forward to the
D3DXCheckVersion of d3dx9_36. I know that you would have
implemented anot
SdkVersion>=24 &&
> D3DXSdkVersion <=36));
(Could also be => and =<, ain't that familiar with it)
Best regards,
Tony
> The function D3DXCheckVersion must not be forwarded from each d3dx9_xx file
> to the 36 because D3DX_SDK_VERSION changes for each file.
Thanks for your comment, though I don't know if this is needed:
Comment from the d3dx9core.h of the DX SDK:
> ///
ent, I'll reply later to this topic if there appear new
problems.
Thanks for any answers, best regards
Tony
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d3dx9_24.spec
Description: Binary data
> Find attached some data on d3dx8, d3dx9_xx and d3dx10_xx implementations:
> dll files by d3dx extension:
> d3dx8 1 dll files
> d3dx9_xx 13 dll files
> d3dx10_xx 4 dll files
> [...]
>
Nice work, how did you get the data?
Did you run Dependency Walker on each dll or is there a more
> You need to forward all the functions of d3dx9_24 to these ones of d3dx9_36;
> not only these ones that are already implemented in d3dx9_36.
>
> Moreover, when you create a new dll, you need to change plenty of files:
> configure
> configure.ac
> Makefile.in
> in the folder ~/wine-git/
>
> You
What's wrong with it this time?
Thought that it was okay this time :D
> There are quite a few installers that use RunOnce to get around file
> locking, but I still haven't had to use one fortunately. As I said, as
> long as I can disable it. RunOnce wouldn't even have to be disabled,
> I'd be happy with a "RunOnce wants to execute 'foo.exe blipp blopp',
> 'No, and cl
> Please stop resending that big patch again and again, it's not going in,
> it's full of problems. You need to provide correct forwards for all
> functions instead of stubs, and the functions need to match the Windows
> ones, you can't just copy the same spec file 12 times. Also the code was
> wri
Oh okay, I resent a fixed patch.
Why isn't it possible to forward the functions of the other dlls to the d3dx8
ones?
Or is this just for keeping the code clean so that we don't have mixed d3dx8
and d3dx9_36 forwardings?
This patch adds the d3dx9core header file, which is used for the interface
declarations.
0002-d3dx9-Add-d3dx9core.h.patch
Description: Binary data
> Well, why then hasn't this patch been accepted?
> http://www.winehq.org/pipermail/wine-patches/2007-November/047212.html
Oh well, I see, corrupted...
Seems like I'll spend the day on fixing that one :D
Well, why then hasn't this patch been accepted?
http://www.winehq.org/pipermail/wine-patches/2007-November/047212.html
Okay, I have a bit time now and tomorrow, so I'll probably have submitted a
basic d3dx9 dll patch
until Wednesday. So I'll create a new d3dx9 directory inside dlls, but I'm not
that familiar with
Wine's makefile system (not very much with makefiles in general honestly), so
can anyone
tell me how
> Since everybody agrees that we need a built-in d3dx9, we could begin to
> implement it.
> In the last talk about it, no plan was found to implement it: does one create
> a wined3dx or implement on the top of the last d3dx9
> dll?
>
> So, I think that a definitive answer should be given very qu
> I do not think patents which are blocking your ability to use the DLLs
> in Wine. It is your Windows license.
>
> I believe that if you have a Windows license for your machine, you are
> free to use Windows or its DLLs. This includes all the "free" downloads
> from their web-pages. I think, if y
ned
stuff.
Best regards,
Tony Wasserka
(PS: if one argues that we need the implementation for WineLib, I _think_ it'd
be enough to just
stub all functions so that the program compiles fine and then use the native
dll again)
Okay, then that has been discussed.
By the way, what about David's second patch?
Was there anything wrong about it or why isn't it in the tree, yet?
> So, just to clarify, you propose to create a d3dx9.dll dll, putting its
> code in dlls/d3dx9. Does this dll exist on Windows? If not, then we
> should call it wined3dx9 (and its code would go in dlls/wined3dx9).
Well, it shouldn't even be a dll, just a folder were put in all the d3dx9 code
and
Anyways, where should we put the d3dx9 code? I mean, we have 13 folders to
choose from.. Perhaps It'd be better if we create a new dll (or at least
directory) called d3dx9 were we implement all d3dx9 stuff and let the other
d3dx9_xx dlls just call these functions? This would improve the clarity
objectManager.php?sClass=application&iId=2243
...
http://appdb.winehq.org/objectManager.php?sClass=version&iId=2939
http://appdb.winehq.org/objectManager.php?sClass=version&iId=9476
http://appdb.winehq.org/objectManager.php?sClass=version&iId=9467
http://appdb.winehq.org/objectManager.php?sClass=version&iId=9468
...
Please give us more information so we can fix whatever the problem is.
--
Tony Lambregts
James Hawkins wrote:
> Hey Tony,
>
> Can we get a wine-advapi32 component?
>
> Thanks,
> James Hawkins
>
>
>
Done..
--
Tony Lambregts
t know how I would
change the wording of that.
--
Tony Lambregts
t; of touching big number of bugs at the same
> time, they are not available on the IRC, don't respond to e-mails. Nor
> did they discussed the matter on the wine-devel or any other
> communication channels.
>
> My question is why change severity of the bug _after_ it was resolved?
>
> Can we make a policy that whenever any one wants to do a wholesale
> change on Bugzilla discuss the matter with other people involved? So at
> least they will know what's going on and why.
>
> Vitaliy
>
>
>
Well if the severity is not right in the first place It should be changed.
--
Tony Lambregts
rtz, although urlmon could stay as ole AFAIC.
What do you want for etc? its kind of vague.
--
Tony Lambregts
em. I
would rather see a bug report that says this "program works when I
override commctrl.dll but not with built in" than "This program does not
work please help". Of course we can have problems with mixing native
versions with built in but we can get that now anyway. The most often
situation is that these programs have a single dll that would be used
instead of built in.
--
Tony Lambregts
as well?
>
I doubt that, if they were to do that they are still more likely to go
the route of putting them in the system directory and doing a global
override because its easier.
> I agree we probably won't loose much, but I'm not sure what we're going to
> win, apart fr
Kai Blin wrote:
> On Saturday 07 April 2007 23:52, Tony Lambregts wrote:
>> Scott Ritchie wrote:
>>> Yes. Wine's development speed has roughly correlated with its user
>>> base; popularity brings more bug reports, volunteers, and funding for
>>> paid work.
implementation of that
DLL and let the user decide. Some users will try out our built in and make a bug
report and that bug report will be easier to deal with that trying to track down
which DLL overrides might work.
--
Tony Lambregts
know how we can use
your talents but I am sure that there is a way we can use you. ;^)
--
Tony Lambregts
d about 2 months back.
>
> Thanks,
> VJ
As long as they apply cleanly to current git and you give proper accreditation
then it should be fine. I have done this in the past for several for small
patches. Time zone information was one of the ones I remember.
--
Tony Lambregts
I have not found any reason why it
should slow down at all. Visiting the same page at the same time with a not
logged in account shows no slow down.
--
Tony Lambregts
Chris Morgan wrote:
> On 2/11/07, Tony Lambregts <[EMAIL PROTECTED]> wrote:
>> Nick Law wrote:
>> > Hi Tony,
>> > Just lately, I've noticed that AppDB seems to be very slow, i.e it can
>> > take15 seconds or more for a page to come up or simply to log
Nick Law wrote:
> Hi Tony,
> Just lately, I've noticed that AppDB seems to be very slow, i.e it can
> take15 seconds or more for a page to come up or simply to login. Is
> there a bandwidth problem or is the server getting overwhelmed or is
> it a problem at my end (UK). 30 sec
what potential fixes are
>> languishing in Bugzilla and push them to wine-devel or wine-patches.
>
> I see everyone agrees :-/
> So could someone add the 'patch' keyword?
>
I had added this keyword when you first asked for it... I just did not comment
on it. h
me I cannot remember the last time I tried. but I know
that it has worked for me in the past. I am using Suse 10.2 and I am not sure
that it has ever worked with this distro. I was using Fedora Core for quite a
while and I know it worked using that.
There is a bug that seems related to this.
http://bugs.winehq.org/show_bug.cgi?id=7060
--
Tony Lambregts
On 1/4/07, Chris Morgan <[EMAIL PROTECTED]> wrote:
On Thursday 04 January 2007 7:55 pm, Tony Lambregts wrote:
> This patch breaks xinha editing...
>
> --
>
> Tony Lambregts
Should be fixed now. Bug was stripping out html tags when filtering Xinha
variables. This is a bad
The dump of the AppDB is missing the following tables appMaintainers, buglinks,
appHitStats, catHitStats
Could someone please add them to the nightly dump.
Thanks
--
Tony Lambregts
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