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Added NonSteamLaunchers as a submodule #469

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Added NonSteamLaunchers as a submodule #469

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moraroy
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@moraroy moraroy commented Nov 4, 2023

NonSteamLaunchers

Installs the latest GE-Proton and Installs Non Steam Launchers under 1 Proton prefix folder (or Separate) and adds them to your steam library. Installs... Battle.net, Epic Games, Ubisoft, GOG, Origin, The EA App, Amazon Games, itch.io , Legacy Games, The Humble Games Collection, IndieGala, Rockstar Games Launcher, Glyph and Minecraft. Now with SD Card Support .

Re-adding due to corrupted repo

Checklist:

Developer Checklist

  • I am the original author or an authorized maintainer of this plugin.
  • I have abided by the licenses of the libraries I am utilizing, including attaching license notices where appropriate.

Plugin Checklist

  • I have verified that my plugin works properly on the Stable and Beta update channels of SteamOS.
  • I have verified my plugin is unique or alternatively provides more/alternative functionality to a similar plugin already on the store.

Plugin Backend Checklist

  • No: I am using a custom backend other than Python.
  • No: I am using a tool or software from a 3rd party FOSS project that does not have it's dependencies statically linked.
  • No: I am using a custom binary that has all of it's dependencies statically linked.

Testing

  • Tested on SteamOS Stable/Beta Update Channel.
  • Tested on SteamOS Preview Update Channel.

@moraroy moraroy requested a review from a team as a code owner November 4, 2023 04:29
@moraroy
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moraroy commented Nov 4, 2023

@TrainDoctor @AAGaming00 i re-did the Pull Request again because my repo got all messed up. Sorry about that. Ive made the changes that you requested, added the template license, fixed the global styles, got rid of any extra buttons. I also kept some of the code in the .tsx file so that way i can work on it later, its been "commented" out so i can work on it later. none of that code will be executed. Ive tested this on Stable and it install the launchers fine.

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Wow, and I thought I wrote long shell scripts. Good to go to testing.

@moraroy
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moraroy commented Nov 14, 2023

@TrainDoctor what do I need to do from here any other things?

@TrainDoctor TrainDoctor requested a review from a team November 14, 2023 22:57
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@moraroy it's up to the @SteamDeckHomebrew/decky-testers to test the plugins do it can go onto the production store.

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moraroy commented Nov 14, 2023

@TrainDoctor gotcha ok thank you, if I were to update my plug-in, I would update it with all the new changes. And then update "just the submodule" on the forked database to update it right?

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@TrainDoctor gotcha ok thank you, if I were to update my plug-in, I would update it with all the new changes. And then update "just the submodule" on the forked database to update it right?

Yup!

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moraroy commented Nov 16, 2023

@TrainDoctor hey train, i attempted a small update/fix to the plugin and then attempted to update the "submodule" im not sure if i did it correctly haha

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@SteamDeckHomebrew/decky-testers please give this a whirl.

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moraroy commented Dec 12, 2023

@TrainDoctor hey train, I'm not sure if the one in the testing store is the correct one, it's version 0.1, that one is broken and I think it's from the old pull request, I have been trying to bump up the pull request to 0.3 which is the fixed one and works properly just not sure if I've done that correctly here on github already.

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@TrainDoctor hey train, I'm not sure if the one in the testing store is the correct one, it's version 0.1, that one is broken and I think it's from the old pull request, I have been trying to bump up the pull request to 0.3 which is the fixed one and works properly just not sure if I've done that correctly here on github already.

It appears you have been syncing to the latest versions of the repo but you have not been updating your submodule. Doing so should update the version of the plugin on the testing store after it's build is approved and you should be back in business.

@moraroy
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moraroy commented Dec 13, 2023

@TrainDoctor are these the right commands...from the discord. When adding a new plugin, run the following:

git submodule add <plugin git url> "plugins/YourPluginName"
git submodule update --init "plugins/YourPluginName"

and for plugin updates, run: ```
git submodule update --init "plugins/YourPluginName"
git submodule update --remote "plugins/YourPluginName"

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@TrainDoctor are these the right commands...from the discord. When adding a new plugin, run the following:

git submodule add <plugin git url> "plugins/YourPluginName"
git submodule update --init "plugins/YourPluginName"

and for plugin updates, run: ``` git submodule update --init "plugins/YourPluginName" git submodule update --remote "plugins/YourPluginName"

Yes, I've had to use submodules a few times in my own repos and these should do the trick.

@moraroy moraroy closed this Dec 18, 2023
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moraroy commented Dec 18, 2023

@TrainDoctor hey brother not sure why this closed the pull request... it asked me on github to resolve the conflicts so i did, but i didnt know it was going to close the pull request.. So i went to my local copy of the database and ran this git submodule update --init "plugins/NonSteamLaunchersDecky" but it doesnt do anything.

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@TrainDoctor hey brother not sure why this closed the pull request... it asked me on github to resolve the conflicts so i did, but i didnt know it was going to close the pull request.. So i went to my local copy of the database and ran this git submodule update --init "plugins/NonSteamLaunchersDecky" but it doesnt do anything.

I cannot re-open the PR myself as it's not my or my orgs PR. I'm not sure what's going on with your submodules. I don't have time to debug the issue myself but I would look into git submodule syntax in their documentation and on stackoverflow etc.

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3 participants