* use `pool.sks-keyservers.net` as keyserver as it's often more reliable
than `keyserver.ubuntu.com` as you can see with Google.
* put script to multiple lines
* build out-of-source
* use two CPUs
* make seems to fail if $(nproc) is used unlike WeeChat. ZNC has
same issue.
* mark build as failed if one job fails immediately without waiting for
all builds to finish.
* this doesn't stop jobs that didn't finish before build was marked
failed.
Notes (in french) :
72 msgstr "Ok" : OK est un acronyme, pas un nom, donc majuscules.
193 msgstr "Feuilles transparentes" : quel type de feuilles ? Trop vague.
213 msgstr "Filtrage anisotropique" : oxymore.
229 msgstr "Précharger les visuels d'objets" : doit être écourté (dépasse trop la bordure grisée)
So I was checking out minetest and wondered how many developers there are
and how they development community is setup and such, so I decided to have
a look at the git shortlog. There were lot of double entries for some
persons, so it was harder to estimate the number of people involved.
By adding a .mailmap file, the overview of the authors is much improved
For details on the .mailmap file, see
https://www.kernel.org/pub/software/scm/git/docs/git-shortlog.html
Signed-off-by: Stefan Beller <stefanbeller@gmail.com>
See: https://github.com/minetest/minetest/issues/1525
Background
Wuzzy2: If you attempt to spawn a L-system tree with minetest.spawn_tree, you can make Minetest crash if it is attempted to pop an empty stack.
ShadowNinja: This shouldn't cause a segmentation fault, but it should throw a Lua error
Commit Description
This commit throws a Lua error instead of causing a segmentation fault. The server will still "crash" but will include a Lua backtrace.
L-Systems fix randomness
Unless a random seed is provided (via Lua treedef) seed the PRNG with a different seed for each tree
Resolves: https://github.com/minetest/minetest/issues/1469
Fix l-system crash when treedef random_level not set by Lua
Config settings:
profiling = true/false (gather statistics)
detailed_profiling = true/false (break mod times to callbacks)
Chat commands:
save_mod_profile saves current statistics in debug.txt and shows on console (on default loglevel)