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diff --git a/Rakefile b/Rakefile
index ae0765a..77bdbbc 100644
--- a/Rakefile
+++ b/Rakefile
@@ -9,7 +9,8 @@ ssh_port = "22"
document_root = "~/website.com/"
rsync_delete = false
rsync_args = "" # Any extra arguments to pass to rsync
-deploy_default = "rsync"
+weex_args = "-s blog"
function recover(turn)
eressea.free_game()
eressea.read_game(turn .. ".dat")
ships = {}
bldgs = {}
for r in regions() do
for b in r.buildings do
if b.info~=nil and (string.len(b.info)>120) then
bldgs[b.id] = b.info
end
#include <fcgiapp.h>
#include <stdlib.h>
const char * meta[] = {
"AUTH_TYPE",
"CONTENT_LENGTH",
"CONTENT_TYPE",
"GATEWAY_INTERFACE",
"PATH_INFO",
"PATH_TRANSLATED",
/*
I think I finally found a good use for precompiled headers.
If you want to compile in visual studio with maximum warning levels on, and your problem
is that the windows headers are shit, you can put them in the precompiled headers surrounded
by pragma warning disable magic
The difference between just including windows.h and EnableAllWarnings (/Wall) and doing
the following is 82 lines of warnings:
*/
@ennorehling
ennorehling / adb_logcat.log
Created March 3, 2012 19:28
When I switch to the home screen and back to my app, this is my log output.
V/SDL ( 3377): onResume()
I/ActivityManager( 1396): Displayed activity org.libsdl.app/.SDLActivity: 478 ms (total 478 ms)
W/IInputConnectionWrapper( 1509): showStatusIcon on inactive InputConnection
V/SDL ( 3377): surfaceCreated()
V/SDL ( 3377): surfaceChanged()
V/SDL ( 3377): pixel format unknown -1
V/SDL ( 3377): Window size:480x270
I/SDL ( 3377): SDL_Android_Init()
I/SDL ( 3377): SDL_Android_Init() finished!
V/SDL ( 3377): Creating new EGL Surface
static void register_loader(lua_State * L, const char * files_dir) {
char custom_path[PATH_MAX+1];
lua_getglobal(L, "package");
lua_getfield(L, -1, "loaders");
int num_loaders = lua_objlen(L, -1);
lua_pushcfunction(L, asset_loader);
lua_rawseti(L, -2, 2);
lua_pop(L, 1);