![]() Note: I'm not using the de-settings-sync extension at this time, having migrated over in the last year to the built in sync solution. Is there anything I should check that prevents extensions from being synced with the built in Visual Studio Code Settings sync. My understanding is that key bindings were unique per platform, but extensions should be. This didn't fix it though as it is still drifting. My interim solution was to disable all extensions and then parsed the backed-up json with PowerShell to convert into code install-extension commands. I'd like to force sync the extensions to get this aligned, but there doesn't seem to be a way to do this in the settings sync UI. My settings.json does seem to sync, but not the extensions installed.I have configured keybindings to be unique per platform.I have configured both with settings sync enabled and login.I have the same Visual Studio Code (not insiders) installed.I use macOS at work and Windows at home.In my case, the primary system I'm using is at work, and once I load my editor at home I'd expect any uninstalled or added extensions to eventually sync up. When I use two systems, I expect both to be synced with the same set of extensions. To run the SuperTux version of Flexlay, see Flexlay is covered under the GNU GPL, which means that you can copy and even modify it pretty much as you like, as long as you keep the copyright headers in place and distribute the source too if you distribute binaries, see the file COPYING for details. Since Flexlay is a framework and not an editor itself, it has to be started via a game specific script (e.g. It currently supports multi layered tile-, object- and bitmaps, full undo/redo, support for tile-brushes, easy copy/paste, multiple buffers, minimap support, a metadata editor and some other stuff usefull for creating levels for 2d games. Flexlay is a generic 2d editor framework with special focus on games. flexlay has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. nfo files also apply here.Flexlay is a Python library typically used in Editor, Qt5 applications. For the rest of the entries, the rules listed above for addon.The MD5 checksum is being used for checking the integrity of the addon. This needs to be updated every time the addon is updated, because the game will not be able to download your addon otherwise. addon-md5-checksum represents your new, modified addon archive's MD5 checksum hash.This is important to include, because it allows the current SuperTux release to always get its versions of all addons for backwards compatibility. addon-commit-hash represents the full commit hash of your first commit, which adds/replaces your addon in the repository/ directory.(url " addon-commit-hash/repository/ addon-file-name") This will allow it to be downloaded from the in-game addon manager.Īn addon data entry looks like this: (supertux-addoninfo Edits the index.nfo for the latest SuperTux version, by adding/modifying the entry for your addon.Adds/replaces the archive of your addon, contained in the repository/ directory with a new one, which contains your changes.The pull request should contain two commits: ![]() To update an addon in the repository, you would need to submit a pull request. The addon and should be named by the unique id of the addon, i.e. nfo file itself needs to be stored in the top-level directory of Is only a description for the user and doesn't have any impact on how Valid values are "worldmap", "world", "levelset". ![]() The type gives an indication of what is contained within the addon, The version number is a simple integer, it should be increased each The id must be all lowercase and only containĬharacters of the set "-", underscore is not allowed as it The id is a identifier for this addon, it has to be unique acrossĪll addons, as it is used to compare the addons with new ones from
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