Involved Projects and Packages
Package for testing the update stack during product development.
We will provide a "always" working update for this package so that the
update stack could be easily tested.
Devel project for rpmlint to avoid rpmlint breaking other packages
This subproject contains packages and containers that are not supposed to be included in factory, but that are needed by QAC team.
Checkout the individual subprojects for e.g. container builds ecc.
See: https://gitlab.suse.de/qac/infra
Loaded devops container with all stuff Python3 related.
This project contains normal text editors and special hexadecimal editors. Both for X11 and the console.
GTK UI for Neovim written in Rust using gtk-rs bindings. With ligatures support.
Vim (Vi IMproved) is an almost compatible version of the UNIX editor vi. Almost every possible command can be performed using only ASCII characters. Only the 'Q' command is missing (you do not need it). Many new features have been added: multilevel undo, command line history, file name completion, block operations, and editing of binary data.
Vi is available for the AMIGA, MS-DOS, Windows NT, and various versions of UNIX.
For SUSE Linux, Vim is used as /usr/bin/vi.
Package vim contains the normal version of vim. To get the full runtime environment install additionally vim-data.
OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games. Both OpenCS and OpenMW are written from scratch and aren’t made to support any third party programs the original Morrowind engine uses to improve its functionality.
To give you a better idea of what this project is about, here are some of the aims for the future of the OpenMW engine:
* Be a full-featured reimplementation of the Morrowind engine.
* Run natively on Windows, Linux and MacOS X.
* Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don’t
use external programs).
* Allow much greater modability: change game rules, create new spell effects, etc. through scripting.
* Fix system design bugs, like save-game “doubling” problem.
* Improve the interface and journal system.
* Improved graphics by taking advantage of more modern hardware.
* Support to improve game mechanics, physics, combat and AI.
* (Possibly) Support to implement multiplayer
* (Possibly) Support to run on mobile devices.
NOTE(!!!): Playing Morrowind with this engine STILL REQUIRES one to own the Morrowind data files.
OpenCS will support the editing of all OpenMW features. We aim for the editor to stay fully up-to-date with the corresponding OpenMW version, allowing the user to edit any newly implemented features. Post v1.0 features are going to be the use of OpenCS as a debugging tool for OpenMW content and the support for editor plugins.
These are files that add to the editor code, improving its functionality to allow it to have some nice extras.
The OpenCS is not based on the editing tool which came with the original Morrowind game, it is a program made by modders for modders. Important properties of the OpenCS are:
* non-blocking
* multi-threaded
* multi-document support
* multi-view support
* high scalability
* customisable GUI
This project was created for package python-GitPython via attribute OBS:Maintained
This project was created for package python-colour via attribute OBS:Maintained
This project was created for package cmark via attribute OBS:Maintained
This project was created for package zoxide via attribute OBS:Maintained
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- 6 commits in home:mimi_vx:ghcrpmmacros
- 1 commit in devel:languages:haskell:ghc-9.8.x / ghc