Age | Commit message (Collapse) | Author |
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* Adding Split Space support
* Adding my keymap
* update
* Made the requested updates
* Made the requested update
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script (#2992)
* Add M6-A keymap
* Update XD60 keymap
* Update XD60 keymap readme
* Update JJ40 and Let's Split keymaps
* Add readme for M6-A
* Fix typo, update JJ40 README
* Update jj40 readme
* Cleanup jj40 keymap
* Revert Let's Split QWERTY layer to default before #2010
* Update numpad layers
* Fix: Let's Split keymap getting stuck mods due to having keycodes assigned on the Raise layer
* Keep ASCII art consistent with keymap
* Staryu: initial port
* Add personal keymap
* Added and updated READMEs
* Fix: default keymap for staryu
* Rudimentary backlight support.
* Enabled mousekeys for default keymap
* use QMK_KEYBOARD_H and LAYOUT
* Update readme.md for NIU mini: flash using avrdude
* Fix missing linebreaks for Staryu README
* Update readme.md
* Update PS2AVRGB boards with new matrix.c
* Update canoe matrix.c; untested
* Fix canoe.c for building (needs matrix_scan_user and matrix_init_user)
* Add personal Iris keymap
* Update keymap
* Update keymap
* Update keymap, disable backlighting and underglow
* Move PrintScreen button
* Add README
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This creates a v1 and v2 subproject. V1 retains all the same implementations of the bootmapper-ported Mechmnini 1 including #2196. V2 adds the Mechmini 2.0 kayboard support (I know it took me way to long to get it a pull request in).
All readme's updated to reflect compiling the two seperate keyboards. Simply either `make mechmini/v1:default` or `make mechmini/v2:defualt`. Utilizing the rules.mk using `make mechmini:default` will automatically create the Mechmini 2 default keymap as this is the current version and has a much wider user base.
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