7fc3fb4c15
The idea is to have the following version information included: - 1-component save version - 2-component under the hood but the minor component shouldn't ever change again - see currentVersionMajor in GameSave.cpp - 1-component website API version - again, currently 2-component because that's what the website code expects - see apiVersion in requestmanager/Common.cpp - 2-component display version, entirely cosmetic - exposed as meson options display_version_major and display_version_minor - see APP_VERSION in Config.template.h - 1-component business logic version aka build number - exposed as meson option build_num - see APP_VERSION in Config.template.h - variant id aka mod id, tightly coupled with the build number - exposed as meson option mod_id - see MOD_ID in Config.template.h - display and business logic versions repeated for the upstream - exposed as meson options upstream_version_major, upstream_version_minor, and upstream_build_num - we'll have to update these alongside display_version_major, display_version_minor, and build_num, but mod owners can just merge our changes - see UPSTREAM_VERSION in Config.template.h - update channel, makes sense in the context of the variant (and yes, this would later enable mod snapshots) - currently not exposed as a meson option but derived from meson options snapshot and mod_id - see IDENT_RELTYPE in Config.template.h - vcs tag aka git commit hash - set by build.sh in ghactions workflows - see VCS_TAG in VcsTag.tempalte.h Rather importantly, the save and website API versions are now allowed to change independently of the display version. These changes also allowed me to remove the ugly sed hacks in build.sh used to provision some manifest files; they are now provisioned by meson. Also add version info for windows and android.
35 lines
2.0 KiB
XML
35 lines
2.0 KiB
XML
<?xml version="1.0"?>
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<component type="desktop">
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<id>@APPID@</id>
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<metadata_license>CC0-1.0</metadata_license>
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<project_license>GPL-3.0</project_license>
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<name>@APPNAME@</name>
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<summary>@APPCOMMENT@</summary>
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<content_rating type="oars-1.1">
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<content_attribute id="social-chat">moderate</content_attribute>
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</content_rating>
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<launchable type="desktop-id">@APPID@.desktop</launchable>
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<description>
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<p>
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Have you ever wanted to blow something up? Or maybe you always dreamt of operating an atomic power plant? Do you have a will to develop your own CPU? The Powder Toy lets you to do all of these, and even more!
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</p>
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<p>
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The Powder Toy is a free physics sandbox game, which simulates air pressure and velocity, heat, gravity and a countless number of interactions between different substances! The game provides you with various building materials, liquids, gases and electronic components which can be used to construct complex machines, guns, bombs, realistic terrains and almost anything else. You can then mine them and watch cool explosions, add intricate wirings, play with little stickmen or operate your machine. You can browse and play thousands of different saves made by the community or upload your own – we welcome your creations!
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</p>
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<p>
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There is a Lua API – you can automate your work or even make plugins for the game. The Powder Toy is free and the source code is distributed under the GNU General Public License, so you can modify the game yourself or help with development.
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</p>
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</description>
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<screenshots>
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<screenshot>
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<image>https://powdertoy.co.uk/Themes/Next/Design/Images/Screen2.png</image>
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</screenshot>
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</screenshots>
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<url type="homepage">https://powdertoy.co.uk/</url>
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<url type="bugtracker">https://github.com/The-Powder-Toy/The-Powder-Toy/issues</url>
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<url type="help">https://powdertoy.co.uk/Wiki/W/Main_Page.html</url>
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<releases>
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<release date="@MANIFEST_DATE@" version="@DISPLAY_VERSION_MAJOR@.@DISPLAY_VERSION_MINOR@.@BUILD_NUM@" />
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</releases>
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</component>
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