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Node Access Grants

New Drupal Modules - 16 January 2017 - 9:13am
Why

The Drupal node access grants system has been more or less unchanged since the beginning. However, with Drupal 8, we can and should start leveraging the OOP and service oriented architecture for things like this.

This module defines a simple interface which needs to be implemented by a tagged service in order to play with access grant system, namely the hook_node_grants() and hook_node_access_records() implementations.

Categories: Drupal

Drupal core announcements: Drupal 8 Migrate API is in beta

Planet Drupal - 16 January 2017 - 7:31am

Drupal 8.0.0 replaced the earlier, in-place upgrade procedure for major version upgrades with a migration-based solution for core and contributed modules. Several modules serve this need in core: The Migrate module provides a general API for migrations, the Migrate Drupal module provides API support for Drupal-to-Drupal migrations, and the Migrate Drupal UI module offers a simple user interface to run migrations from older Drupal versions.

A lot of work has gone into making migrations more complete since the initial 8.0.0 release, including for multilingual sites with various configurations. Drupal-to-Drupal migrations are still not wholly complete (especially for Drupal 7 sources). However, lots of real-life use has validated the choices we made with the base Migrate API, and key architectural improvements have been completed already. An increasing number of contributed modules rely on it for their migrations.

Based on this stability and success, the Migrate subsystem maintainers and Drupal release managers have agreed the Migrate API (the Migrate module) now has beta stability! The change took effect in Drupal 8.2.x with 8.2.5 and will apply to 8.3.0 onwards as well.

What does this mean for sites and developers relying on the Migrate API?

Beta experimental modules are considered API- and feature-complete and beta modules are subject to the beta allowed changes policy. This means that module and migration developers can rely on the API remaining stable from now on! This also means that the focus with Migrate API is on fixing critical issues as well as bug fixes and contributed project blockers, if they are non-disruptive, or if the impact outweighs the disruption.

Note that Migrate Drupal and Migrate Drupal UI are still alpha stability, so API changes may still happen in these modules. Completing the Drupal-to-Drupal migration path and getting Migrate Drupal to beta stability is the next priority, so your help with missing and incomplete migrations is welcome!

If you want to get involved, the migration team is meeting every week at alternating times. The team has Google Hangouts at Wed 1pm UTC or Thu 1am UTC on an alternating weekly schedule. The #drupal-migrate IRC channel is also used as a backchannel.

Categories: Drupal

Sooper Drupal Themes: Introducing Glazed Builder: A Monumental Update By SooperThemes

Planet Drupal - 16 January 2017 - 6:53am

2017 is going to be an incredible year for SooperThemes and for you! We kick off with the first official major version update for our drag and drop builder! Today we introduce you to Glazed Builder 1.1.0. We have rebranded Carbide Builder to Glazed Builder and developed some major new features, including entity revisions, full support for filtered contextual views and RGBA color sliders!

This is a monumental update. Glazed Builder is currently not only the greatest and fastest drag and drop builder for Drupal but also a very competitive product in the wider site building landscape. Going forward we'll not only develop more features and designs but we'll also start developing even more complete and complex turn-key Glazed demos. In addition this release marks the start of our Drupal 8 upgrade sprint. Yes, you heard that right, with the D8Media initiative aiming to add much needed Media improvements in Drupal 8.3 we feel like now is the right time. 

Try Glazed Builder Now

The Admin demo is free, no card required!

Redesigned for 2017

Glazed Builder has a fresh look that is designed for fast intuitive site-building. The speed of an interface isn't just about fast code, it's very much about fast design too. The new controls are all-white and while animation is used on the drop shadows the actual controls appear and respond immediately.

The colors and branding are matched to the Glazed brand, to emphasize the uniform experience you get when you combine our Glazed Theme with the builder. That said, Glazed Builder is still an independent module that can work with any Drupal theme! 

Views with Contextual Filters

Perfect if you're making a magazine website or more serious blog or commerce website! Now you can design taxonomy term or e-commerce pages with dynamic views displays. It is now fully supported to load views in drag and drop pages, override their filters and pagers in Glazed Builder, and let these views take default arguments based on url parts.

This feature is not just awesome for magazine websites but also for government websites, intranets, communities... Basically anyone who builds websites with large amounts of structured content will love this update.

Better Equal Heights Rows And Vertical Centering, RGBA Color

Having an alpha slider on every color setting in Glazed Builder allows more creative freedom for designers and makes it easier for site builders to implement designs that use translucent elements. We also improved equal heights rows by replacing the old jQuery trick with faster, reliable Flexbox CSS. In addition we enriched the column element with a Vertical Centering option. This let's you add vertical centering to columns independently of sibling columns. 

Saving Revisions

Some updates are invisible: Glazed Builder now automatically detects entity types that support revisions and will create new revisions when saving to fields on these entities. It doesn't matter if your field is on a node, bean block or custom entity. It doesn't even matter if you have have 10 Glazed Builder instances in one page, saving to multiple entities in the backend. It all just works and with revisions you'll easily undo those regrettable changes that seemed right in the spur of the moment.

​ Goole AMP

Google AMP is seeing more and more adoption and we integrated Glazed Builder with the Drupal AMP module. AMP is very restrictive so it won't allow fancy elements like circle charts and image comparison widgets but it should work fine with non-interactive markup generated by Glazed Builder. We welcome feedback from AMP experts on how to further extend AMP support!

Glazed Theme 2.6.0

While this releases focuses on the Glazed Builder update, Glazed Theme also received new features and consequently a major version bump to 2.6.0. Less spectaculary but still very useful: A Import/Export interface was added to the Glazed Theme Settings interface. All those settings that collectively make up your sites' unique design can now easily be copy-pasted between environments, or into a new subtheme .info file.

Drupal 8 Themes and Builder

        As a subscription Drupal theme shop, we really focus on building long-term relationships with our customers and that's why we carefully chose important moments that affect the products we make and maintain. Choosing the right moment to make the D8 move was hard, because Drupal 7 is just so good that it was hard for Drupal 8 to take the crown. 

        From my perspective, this moment is the release of Drupal 8.3 with contrib in great shape, improved media handling, and hopefully a media browser in core! The moment that it no longer makes sense for anyone to start a Drupal 7 website is approaching and we're going to make sure all our products are running smoothly on Drupal 8 by that time.

              source

              For more details about this update:

                    Try Glazed Builder Now

                    The Admin demo is free, no card required!

                    Categories: Drupal

                    ThinkShout: Using Google Docs and Migrate to Populate Your Drupal Site, Part 2

                    Planet Drupal - 16 January 2017 - 6:00am

                    In Part 1, I talked about using Google Docs + Migrate to populate your site. Now we’re going to do that with the Migrate Google Sheets module. Below, I’ll provide the steps to get your own migration up and running, but if you prefer to experiment with a working example, check out a demo of the Migrate Google Sheets Example module (provided as a submodule within Migrate Google Sheets). All content on that site was built using this example Google Sheet.

                    Setup: Install the Module

                    If you’ve already got a Drupal 8 site up and running, you can install the module in any of the normal ways. I’m assuming here that you have access to the site using Drush, as it’s not possible to run migrations through anything but the command line at this time. At ThinkShout, we use composer to build our site distributions, and have a repo for building the demo site here.

                    Step 1: Creating Your Custom Migration Module

                    The easiest way to get started on your own set of migrations is to copy the migrate_google_sheets_example submodule and rename it something of your own. Let’s say we rename it “my_migration.” Follow these steps:

                    1. Rename your .install file to “my_migration.install”, and change the function migrate_google_sheets_example_uninstall to “my_migration_uninstall”.
                    2. Delete the helper submodule “migrate_google_sheets_example_setup” entirely – that is just necessary to build the content types required for the example module, but you shouldn’t need it for your migration module.
                    3. Rename your migrate_google_sheets_example.info.yml as “my_migration.info.yml” and open it up. At the very least, you’ll want to change the name of the migration to “name: my_migration” but you’ll also likely wish to remove the migrate_google_sheets:migrate_google_sheets_example_setup dependency. Mine ended up looking like this:
                    name: my_migration type: module description: My Migrations core: 8.x package: Migrate dependencies: - migrate_plus - migrate_tools - migrate_google_sheets - redirect

                    When completed, your module structure should look like this:

                    You are now ready to enable your My Migrations module. (Make sure you disable the migrate_google_sheets_example module first, if you’d previously enabled that!)

                    Step 2: Create Your Spreadsheet

                    Assuming you have the Game and Landing page content types, you could now run the migrations in your “My Migrations” module and it will pull the data from the Google Sheet.

                    But since you don’t have permissions to edit that sheet, you’re going to need to copy the existing sheet and create your own to do any customizations.

                    When this is done, you’ll get a url like this:

                    https://docs.google.com/spreadsheets/d/YourLongHashIDHere where YourLongHashIDHere is your feed key.

                    Now you’ll need to publish your new spreadsheet. This is an option under “File” -> “Publish to the web”

                    To verify that your migration module will be able to see the Google sheet, try opening an anonymous browser window and visiting the Feed version of the url, whose format is this:

                    https://spreadsheets.google.com/feeds/list/YourLongHashIDHere/SHEET/public/values?alt=json

                    If visiting that URL throws out a bunch of json, you’re ready to start migrating!

                    But of course, your current set of migration files still point to the old feed. In the my_migrations/config/install folder, you’ll need to find all instances of our feed string (1spS1BeUIzxR1KrGK2kKzAoiFZii6vBHyLx_SA0Sb89M) and replace them with your feed string.

                    Step 3: Decide Which Migrations to Keep

                    The Migrate Google Sheets Example module provides one Migration Group (games_example) and 6 Migrations. Depending on your site configuration, some of these might be useful, like the menu_links and the blocks migrations, and some of them will not be so useful (like the node_game migration, likely). This is a good time to trim or modify any migrations that aren’t going to be useful for your Drupal site. That being said, here are a few things that the sample migrations demonstrate:

                    • Block UUIDs: When you place a block using the Block Layout screen, the block’s UUID is saved in config. If you’re running a migration over and over, your block’s ID will iterate on its own, but the UUID can remain constant if you add it to the migration. In the demo site, this allows us to create a persistent CTA block in the header.

                    • Menu Links parents: You can specify that a menu link item has a parent from within the current migration. This lets us say /bohnanza and /hanabi are children of /games
                    • Page and Game redirects: These sheets demonstrate how to add the redirect from the url of content on an old site to the new home right in the content sheet. Try going to https://live-mgs-demo.pantheonsite.io/that-fireworks-game and see where you end up.
                    • Related content as strings or ids: On the Page sheet, we have a reference to the “Related games” for the given page. This is an entity reference which we could fill with a couple of things. We could refer to the ID of the related games, as they are stored in the Games sheet, or we could do what we’ve done here and use the migrate_plus plugin “entity_lookup” to search for the related game node by name. As long as there is a Game node called Bohnanza, we’ll always link to the right one. This is particularly useful with Term references, where the name of the item ideally remains constant.

                    • Game downloadable file: Games have associated images, which are files hosted externally to the spreadsheet. In order to relate my game content to its image, I need to download the image, get it into the file_managed database table (creating a file entity) and THEN relate that entity to the current node. This is done with the following lines in the “node_games” migration:
                    public_file_directory: plugin: default_value default_value: 'public://' public_file_uri: plugin: concat delimiter: '' source: - @public_file_directory - imagefilename field_image/target_id: - plugin: file_copy source: - image - @public_file_uri - plugin: entity_generate field_image/alt: imagealt field_image/title: imagetitle

                    You can keep as many or as few of the migration files as you’d like. You can also create new ones.

                    Step 4: Tell Drupal About Your Changes

                    Drupal 8 only sees the changes you’ve made to your migration yml files when you first install the module. That means that you need to uninstall and reinstall the module to make new changes show up. ThinkShout has a Robo script that does this, but the same thing can be done in Drush:

                    drush mr --all # Rolls back all migrations drush pmu my_migration -y # Disables my migration module drush en my_migration -y # Enable my migration module drush ms # Displays my current migration status

                    You can also string these together as one line:

                    drush mr --all && drush pmu my_migration -y && drush pmu my_migration -y && drush ms Step 5: Run your migrations

                    This part is simple. To run all migrations, it’s a quick drush command:

                    drush mi --all

                    If you’d like to find out about all the possible options for the migrate-import command, you can run

                    drush help mi

                    You can also see your list of migration groups at /admin/structure/migrate, and you can review your migrations by clicking “List Migrations.” The resulting page will give you the same output, more or less, that you get from running a drush ms.

                    These pages are helpful to know about, as they give you an easy place to find errors logged during the migration process. However, you can’t currently run a migration from the UI (although there is an issue for this).

                    Gotchas

                    But before we close, I do want to acknowledge some challenges we’ve seen in this approach.

                    Sad fact #1: HTML in a spreadsheet is ugly.

                    Google Spreadsheets don’t let you make your rows smaller than the number of line breaks in a cell. So if you have pretty html with a bunch of line breaks, your row might be too tall to fit on your screen. People have some clever workarounds for this, but so far we’ve not implemented any.

                    Sad fact #2: Sheet order matters (right now)

                    Maintaining the order of sheets isn’t top on everyone’s minds as they’re making changes to a spreadsheet, especially when duplicating tabs. Migrate Google Sheets asks for each sheet based on tab order. If I make a copy of the Page tab, the Game tab is now the fourth tab instead of the third tab.

                    As it stands now, the module will happily request columns that don’t exist on the third tab and then fail in puzzling ways.

                    There is currently only one issue in the issue queue for the Migrate Google Sheets module, and it’s to fix this.

                    Sad fact #3: Google sheets must be publicly viewable to work (again, right now)

                    As the module exists right now, there’s no authentication involved, so any migrated content must be publicly viewable. Google authorization is possible with Oauth2, but that is not currently implemented.

                    Conclusion

                    Thanks for following along! I hope you found this series helpful. And don’t forget to visit the Migrate Google Sheets issue queue if you find any bugs, have an idea for a feature, or need help!

                    Categories: Drupal

                    Simple Image Rotate

                    New Drupal Modules - 16 January 2017 - 5:39am

                    A very simple module to enable image fields for rotation. It will display a small Clockwise icon with uploaded image in node creation form.

                    It will rotate image with javascript in node add form and rotate the actual image after node save.

                    It also works with Amazon S3 and S3FS modules.

                    Categories: Drupal

                    Cheppers blog: Development of a sponsored contrib module - Gather Content

                    Planet Drupal - 16 January 2017 - 1:52am

                    In 2016, our team worked on a sponsored contrib module, GatherContent. The goal of the project was to recreate the module for Drupal 7 using best practices, and to create a brand new module for Drupal 8.

                    Categories: Drupal

                    HOMEBREW: LINGERING QUESTIONS

                    Gnome Stew - 16 January 2017 - 1:00am

                    It’s not as easy as it looks. If you’ve ever tried to homebrew a game system, you’ve probably come to this conclusion. Systems often have fiddly bits that interact in complicated ways. Often problems rear their ugly head only during play. Some issues can be easily fixed. Maybe two skills can be combined, or one roll can be used instead of two. However, a clear solution doesn’t present itself for every problem.

                    In this article, I’ll detail some lingering question I still have with my group’s own homebrew system. Don’t worry, we won’t go into the minutiae of dice mechanics or exhaustive skill lists. Rather, we’ll look at some “big picture” issues. Your homebrew system will look very different than ours, but I’m betting you’ll hit some of the same questions.

                    THE SYSTEM IN (VERY) BRIEF

                    I generally run a fantasy game. My homebrew system was designed to be a “go to” system for different genres. Both character generation and task resolution had to be simple. Since we’d only be using this system occasionally, complicated rules had to be avoided. And it had to use regular six-sided dice. The hope was that would make it easier for non-gamers to participate. So far the system has seen use for Star Wars and Star Trek

                    NON-COMBAT ISSUES

                    One outstanding question is the depth of the skill list. How much is too much? For example, our homebrew game has two main social skills, LEADERSHIP and CON. LEADERSHIP covers most legitimate social interactions, while CON covers instances of lying, deceit, and cheating. However, skills such as CHARM or SEDUCE could easily be added to the list. It’s difficult to know when to stop, or whether these kinds of skills should be just lumped into one PERSONALITY attribute.

                    The same goes for physical skills. Is one FITNESS skill enough, or do we also need RUNNING, SWIMMING, or CLIMBING? Another option is to have broad attributes, and then allow each character to have one or two specialties for themselves.

                    Special or species abilities pose problems too. How do we keep one character from becoming too powerful in comparison to the others? Is limiting how often abilities (like the Vulcan Neck Pinch) can be used enough? Should extra points be given to human characters to compensate for this? Right now, I’m siding with limiting how often these kinds of abilities can be used, but I’m not married to the idea. We just go for coffee.

                    COMBAT ISSUES

                    In terms of combat, the biggest outstanding question for me involves initiative. Side initiative has the advantage of being simple. There is one roll, modified by the leader’s, well, LEADERSHIP skill. Players can act in any order they decide. This promotes discussion to decide who should go first. However, many players are used to individual initiative, This can be accommodated by having everyone roll and add a combat or reaction modifier. I’m not sure which is best at this point.

                    Another combat issue is whether to roll for damage, or to use static damage. Right now we use static damage based on a success level. For example, a full success does full damage, while a partial success does half damage. (The concept of full and partial successes was codged from Dungeon World). This eliminates the situation in which a player rolls well to hit, but then only rolls a 1 or 2 for damage. However, it also takes a little bit of the excitement away from damage, making it very predictable.

                    ADVANCEMENT

                    I haven’t figured this one out either. The major questions are: how fast should characters advance, and how should we keep track of advancement. If characters advance too fast, it can be difficult to keep them challenged. Too slow, they might feel like they aren’t progressing at all. The other question is how to keep track of experience. Do we use an experience point system, or just advance every so many sessions? There are other options too, such as rolling after a session to see if relevant skills improve or not.

                    CONCLUDING THOUGHTS AND AN ADDITIONAL RESOURCE

                    No system is perfect. Just because there are a few lingering concerns doesn’t mean you can’t enjoy your system as it is. If it simplifies your life and stays (mostly) out of the way, then keep rolling with it. I suspect no system is ever really completed, and sometimes you have to just pick one option and go with it.

                    To end on a personal note, one of the most influential systems I’ve read is FUDGE. It helped me understand the choices that a designer has to make in a clear and memorable way. Even if you don’t like their mechanics, you could do far worse than giving FUDGE a read.

                    How about you? What lingering concerns do you still have with your homebrew or hacked game? Let us know below.

                    Categories: Game Theory & Design

                    Fuzzy Thinking: Save vs. GM

                    RPGNet - 16 January 2017 - 12:00am
                    Fuzzy saves.
                    Categories: Game Theory & Design

                    Commerce WeChat Pay

                    New Drupal Modules - 15 January 2017 - 8:44pm

                    This module provides the WeChat Pay integration for Drupal Commerce 2 on Drupal 8. This module is till under active development, please do not use it for production yet until a stable release.

                    Features:
                    • QR Code Payment
                    • Refund

                    This module also require additional PHP libraries. To use this module, you need to:

                    1. Add the Drupal.org repository

                    Categories: Drupal

                    Video Game Deep Cuts: Switch-ed Up For Pokemaniacs

                    Social/Online Games - Gamasutra - 15 January 2017 - 7:40pm

                    The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Switch's launch, the deep fandom of Pokemon, & lots more. ...

                    Categories: Game Theory & Design

                    Video Game Deep Cuts: Switch-ed Up For Pokemaniacs - by Simon Carless

                    Gamasutra.com Blogs - 15 January 2017 - 7:37am
                    The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Switch's launch, the deep fandom of Pokemon, & lots more.
                    Categories: Game Theory & Design

                    Top 5 games we didn't finish making in 2016 - by Brandon Sheffield

                    Gamasutra.com Blogs - 15 January 2017 - 6:36am
                    Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.
                    Categories: Game Theory & Design

                    ARREA-Systems: Custom view video tutorial: sales per project category

                    Planet Drupal - 14 January 2017 - 7:07pm
                    Custom view video tutorial: sales per project category Sun, 01/15/2017 - 11:07

                    This video tutorial was made for our customer in order to demonstrate how to build a custom view to extract the data they need.

                    Here we are building a view to extract sales data per project where each project is classified into a category. We link invoice table with project table and add filter to be able to view data by year and category of project.

                    The tables and data sources used in this view are custom tables from our back office management solution built on Drupal 8. However, the principles of building a view are applicable to any other data source and this tutorial can be used to learn simple view building with tables relationships and filter.

                    Your browser doesn't support HTML5 video tag.

                    Categories: Drupal

                    Jeff Geerling's Blog: Can't upload more than 20 files using Media Image Entities in Drupal 8?

                    Planet Drupal - 14 January 2017 - 1:56pm

                    After migrating an older Drupal 6 site with 20,000 media items to Drupal 8, I found a strange problem with image uploads. On the Drupal site, using Image FUpload and Adobe Flash, I could upload up to 99 images in one go. On the new Drupal 8 site, I was only able to upload 20 images, even though I didn't see an error message or any other indication that the rest of the images I had selected through the Media Image upload form were not successfully added.

                    I could choose 21, 40, or 500 images, but only 20 were ever added to an album at any time.

                    There were no apparent warnings on the screen, so I just assumed there was some random bug in the Media Image Entity or Media module suite that limited uploads to 20 files at a time.

                    But due to an unrelated error, I glanced at the PHP logs one day, and noticed the following error message:

                    Categories: Drupal

                    January Releases Available For Dark Age

                    Tabletop Gaming News - 14 January 2017 - 9:27am
                    Being firmly into winter (despite what the thermometer says here in Atlanta), that means we’ve got some rather short days going on. Sure, it’s around a month since the solstice, but the days are still pretty short. As such, there’s plenty of shadows within which you can lurk. Also robots. Ok, so maybe I stretched […]
                    Categories: Game Theory & Design

                    New Konflikt ’47 Releases Available From Warlord Games

                    Tabletop Gaming News - 14 January 2017 - 6:00am
                    Ursus Infantry. There, that’s really all I needed out of this release. But you might be interested in some of the other things that are also available. They include British Automated Infantry and Fallschirmjäger Falcon Infantry. But really, it’s all about the Ursus Infantry. From the announcement: The Soviets developed a weapon utilising Ursine DNA […]
                    Categories: Game Theory & Design

                    Zhilevan Blog: Query on Drupal 8 with EntityQuery

                    Planet Drupal - 14 January 2017 - 4:32am
                    Often when building a site in Drupal you'll find yourself wanting to display a list of nodes, or find entities created by a particular author, or locate some content based on a particular set of criteria. Rather than querying the database directly, Drupal provides a helper class, EntityQuery, to make things a bit easier.
                    Categories: Drupal

                    Frederic Marand: How to install a Drupal Composer based project when packages.drupal.org is down

                    Planet Drupal - 14 January 2017 - 2:55am
                    The problem: packages.drupal.org broken

                    I was starting my weekly work for the Drupal GraphQL module by the customary composer update --prefer-source -vvv command, ready to watch composer spit out some hundred lines sipping my coffee, but this time something turned out to be wrong:

                      [...snip...]
                    Downloading https://packages.drupal.org/8/drupal/provider-2016-4%24a30289dd8394e5271...

                      [Composer\Downloader\TransportException]
                      The "https://packages.drupal.org/8/drupal/provider-2016-4%24a30289dd8394e5271bd77777bb14b361c5938656f1cddad7fae1c00d5d6ba9c6.json" file could not be downloaded (HTTP/1.1 404 Not Found)
                      [...snip...]

                    OK, so packages.drupal.org is down for now. How can we work around this ?

                    read more

                    Categories: Drupal

                    Resource Hints

                    New Drupal Modules - 13 January 2017 - 8:13pm

                    This module provides facilities for user agent resource hints.

                    Please see https://www.w3.org/TR/resource-hints/ for more details.

                    Current Functionality:

                    * dns-prefetch, preconnect, and prefetch, prerender link elements
                    * x-dns-prefetch-control meta element
                    * HTTP header alternative to link elements by each type

                    Categories: Drupal

                    Fantasy Flight Games Announces Disciples of Harmony Sourcebook for Star Wars RPG

                    Tabletop Gaming News - 13 January 2017 - 3:00pm
                    *meditates* Inner peace… Inner peace… Inner peace… *grooves along to Static-X while meditating, because why not?* Even though the Jedi were wiped out once, there are those that still follow the Light Side of the Force. They’re those that use the Force for knowledge and clarity, meditation and peaceful resolution to issues. If you’re wanting […]
                    Categories: Game Theory & Design

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