The proposal to merge lp:~widelands-dev/widelands/ui_fixes into lp:widelands
has been updated.
Status: Needs review => Approved
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ui_fixes/+merge/242561
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Filed a bug report for the Alt problem:
https://bugs.launchpad.net/widelands/+bug/1395322
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Review: Approve
LGTM, will merge
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Running clang-format is good :) Doesn't work on my system though :(
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Review: Approve
You inherited a strange comment in line 3112 that you might want to fix as well.
Otherwise, LGTM and tested.
Diff comments:
> === modified file 'src/graphic/CMakeLists.txt'
> --- src/graphic/CMakeLists.txt2014-11-08 14:59:03 +
> +++ src/graphic/CMakeLists.txt
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1219914 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1219914 in widelands: "Lots of warnings "internationalized messages
should not contain the '\r' escape
Review: Approve
We should turn the int type thing into a general cleanup task with clear
guidelines. I have tended to use uin8_t especially for enum classes, because it
will save on memory. However, uint8_t also involves a lot of type casts, e.g.
with boost::format. I lack the experience to jud
No, that was just me being lazy when I added it to the debug screen.
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I have had a liik at the code now - maybe you could move the dst.blit( part
outside the if/else again, this way we get less code. const std::string
node_text will then also need to be declared outside and lose the const.
When you remove the gametime from the editor, don't forget to move the FPS
LGTM, except for a couple more nits. One functionality change:
- In the editor, remove the blank space between ( and the first coordinate
And two code style nits:
- add operator padding to (is_game)?25:5 (codecheck doesn't catch this case,
but it should look like this: (is_game) ? 25 : 5)
- P
Can you please add some regression tests as well?
They should go in test/maps/lua_testsuite.wmf/scripting/flag.lua
You can run these tests directly without having to run the whole test suite:
./widelands --scenario=test/maps/lua_testsuite.wmf
I have also spotted a NOCOM comment in the diff - pl
Review: Approve
They are, except for the first variable. That looks weird, so I have removed
it. Going to merge now.
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No problem. Let me know if you need help with the Lua tests, I have written a
few simple ones for the building descriptions.
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My best guess is that #field.roads doesn't work because you have an associative
array rather than an indexed one in your table.
Is there a particular reason you need to count roads in your test? You could
test for the 6 directions individually if they're there or not.
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Review: Resubmit
Time for the next round. FontSet now has its own class and parses itself. The
singleton is gone - FontHandler1 now does the job.
I pulled TextStyle out of the basic font class to avoid circular dependencies,
and moved:
src/wui/text_constants.h => src/graphic/text_constants.h
s
Thanks - I have fixed it. Probably got garbled in a merge from trunk.
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global? general? wl-lib? common? core? root? shared?
While we're restructuring, should we separate wl/game and wl/editor?
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GunChleoc has proposed merging lp:~widelands-dev/widelands/delete_deprecated
into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/delete_deprecated/+merge/243174
Got rid of base/deprecated.h
Bugs for Tino's issues have been filed:
https://bugs.launchpad.net/widelands/+bug/1397301
https://bugs.launchpad.net/widelands/+bug/1397302
I am getting compiler warnings:
src/graphic/image_cache.cc:40:13: warning: declaration of ‘texture’ shadows a
member of 'this' [-Wshadow]
Texture* tex
I just noticed that the compiler warnings come up on trunk as well, so they're
not caused by this particular branch.
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I haven't had time to look over all of the code yet, but I've tested it and it
seems to work fine. If you think that's sufficient, go ahead and merge.
Otherwise, I'll try to have a look tomorrow. Brain's not working today.
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+1 to renaming. Do we want to do that here or in a separate bug? I think doing
it here might be a good idea, so we will have it in before we expose it to the
Lua interface.
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> set -ex or something along these lines.
What is -ex?
Diff comments:
> === added file 'utils/merge_and_push_translations.sh'
> --- utils/merge_and_push_translations.sh 1970-01-01 00:00:00 +
> +++ utils/merge_and_push_translations.sh 2014-11-25 12:53:25 +
> @@ -0,0 +1,22 @@
> +
I added diff comments on lines 1244 and 1467 for things to double-check.
Diff comments:
> === modified file 'src/editor/editorinteractive.cc'
> --- src/editor/editorinteractive.cc 2014-11-23 14:34:38 +
> +++ src/editor/editorinteractive.cc 2014-11-28 07:21:07 +
> @@ -243,8 +243,6 @@
>
This doesn't work on my Ubuntu. If I hit f, the fullscreen menu only shifts to
the top left. Then, when I move the mouse, I get some wild toggling around the
window. If I previously started a game, it contains game content around the fs
menu. Clicking on the screen seems to fix it. I can't prope
Review: Resubmit
Next round - replaced upcast with dynamic_cast, but only for the statements
that I introduced. typeid(building) is also gone.
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Added a streamlining idea.
Diff comments:
> === modified file 'src/map_io/CMakeLists.txt'
> --- src/map_io/CMakeLists.txt 2014-11-22 15:27:45 +
> +++ src/map_io/CMakeLists.txt 2014-11-28 07:33:28 +
> @@ -84,7 +84,6 @@
> map_terrain_packet.h
> map_version_packet.cc
> map_ver
Review: Approve
Working without problems on Ubuntu. Do we need a Windows test on this as well?
Code LGTM.
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My terminal doesn't seem to know pushd/popd, so I have added some tests with ls
| grep.
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Review: Approve
LGTM
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Maybe we could override f with "do nothing" in FullscreenMenuBase, until we can
fix this up? Better no functionality than something that will be perceived as
buggy by the user.
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Review: Approve
LGTM
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Sounds good to me. Do you want o change the directories in this branch, or
shall we have a new branch for that?
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> @GunChleoc - re observers - there is one point why vectors are suitable - they
> are ordered and have a front member that can be moved to the back. This is
> used when doing various kinds of check - like check one building every 10
> seconds.
That's a valid point, so ignore my
> //ref_cast const>(b).building().name().c_str());
> dynamic_cast((b).building().name().c_str()));
>
> commented out is before, the second one is what I want to use. Before it used
> to compile, now it complains:
>
> defaultai.cc:3766:48: error: 'const class Widelands::Building' has no member
>
Review: Approve
If you think that this is better, file a new bug and merge :)
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> No more big branches, this is why I enjoyed these two (or three) small
> branches I did lately (including this one and tha LUA resource think - though
> this gone wild from one-line change).
This has happened to me too and will keep happening - one day I will learn that
there are no quick fixes
The proposal to merge lp:~widelands-dev/widelands/codecheck_sort into
lp:widelands has been updated.
Commit Message changed to:
Added codecheck rule to include when std::sort is used.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/codecheck_sort/+merge/243651
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GunChleoc has proposed merging lp:~widelands-dev/widelands/codecheck_sort into
lp:widelands.
Commit message:
Added codecheck rule to include when std::sort is used.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev
Review: Approve
Fixed 2 nits myself + tested. LGTM.
I love these graphic changes, Widelands is now noticeably faster on my machine.
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I have done some testing now. I ran into 2 issues:
1. Fellowships: The space is too tight for the AI to manoeuvre the ships.
Pathfinding is always tricky though, so I don't think we need to fix it in this
branch.
2. Together We're Strong: By the time the AI had build enough military
buildings,
I'd say just do the roads stuff in this branch and merge it.
The warehouse thing is separate code, so it's better to have 2 branches and
keep the changes smaller.
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2. Your approach means that mapmakers will have to change their maps so the AI
can deal with them.
Check out get_port_spaces() in map.h, this will give you a list of all port
spaces on the map, so it could be used to let the AI "cheat". Add them to the
list of blocked fields for everything else
I think it is a viable suggestion to work from both ends.
I didn't know about the roads problem - maybe it would help to have some sort
of safety margin around the port plots where no flags can be set - or if
there's a road there, set the flag and dismantle it, so that the road will
disappear?
anything with the shaders yet, which started the whole thing.
5. Since this is a huge diff, I have added NOCOM(GunChleoc) comments to the
files to focus the review
http://bazaar.launchpad.net/~widelands-dev/widelands/bug-1397500/revision/7335.
Also, the installers need testing - I have added NOC
Review: Resubmit
*ding ding ding* Round 3.
There's one remaining NOCOM comment in src/graphic/text/rt_render.cc [1]. I
think it can be deleted, but I put it there just in case.
Regarding the text_layout/text_constants problem, this is being refactored in
the fh1 branch anyway - we should revis
The proposal to merge lp:~widelands-dev/widelands/fonts into lp:widelands has
been updated.
Commit Message changed to:
Fonts are now locale-dependent rather than being chosen by the user.
- Locales and their fonts are now defined in the new i18n directory. Moved the
font files there and added
> I have very little time this weekend, but wanted to give you quick feedback
> right away.
>
> [moving of dirs and splitting graphic into sub directories]
> great change.
>
> > So, I decided to do some overhaul:
>
> Would have been better to do that in trunk, so that the data move is
> independ
Review: Approve
LGTM
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I replaced 'ls | grep' with '-f' and optimized a bit.
pushd is still an unknown command. If I try this:
#!/bin/bash
pushd /etc
I get:
merge_and_push_translations.sh: 3: merge_and_push_translations.sh: pushd:
not found
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The proposal to merge lp:~widelands-dev/widelands/string-fixes into
lp:widelands has been updated.
Commit Message changed to:
Fixed text domains for campaign selection.
Improved "You are Player x/a spectator" string in LaunchMPG.
For more details, see:
https://code.launchpad.net/~widelands-dev
GunChleoc has proposed merging lp:~widelands-dev/widelands/string-fixes into
lp:widelands.
Commit message:
Fixed text domains for campaign selection.
Improved "You are Player x/a spectator" string in LaunchMPG.
Requested reviews:
Widelands Developers (widelands-dev)
For more de
I did run it with sh explicitly, because otherwise I got a "permission denied"
error. After the chmod, it is now working.
Do you still want me to change from cd to pushd?
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GunChleoc has proposed merging lp:~widelands-dev/widelands/ai_remove_iterators
into lp:widelands with lp:~widelands-dev/widelands/seafaring-ai as a
prerequisite.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands
OK, next try.
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Post t
Review: Approve
LGTM.
When bringing back the playercolors in the icon grid, remember to check if this
bug is gone: https://bugs.launchpad.net/widelands/+bug/1370144
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Did you forget to push something? I do need instructions on how to reproduce
the crash, because I'm not getting it.
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Review: Approve
2 comments to think about, otherwise LGTM.
Diff comments:
> === modified file
> 'src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc'
> --- src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc
> 2014-12-04 09:00:20 +
> +++ src/editor/ui_menus/editor_too
Thanks - you have given me an analysis of the problem now, but I still don't
know how to trigger the crash.
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Duh, I didn't get it that you were running an external test - I only tested
this in-game. I take it the old richtext renderer is used in scenario dialogs
and / the building help?
When I run this:
./build/src/graphic/text/test/wl_render_richtext 373 blub.png
src/graphic/text/test/data/sub_fixed
OK, tried that, replaced g_fh1 with g_fh. Same crash in the test, because the
test doesn't have any font handler at all. The result if any such test will
depend on the fonts used in any case. What is the best strategy to give the
test a font set? Because every time we change the fonts (e.g. when
*ding ding ding ding* Round 4.
I have handed the FontSet to the Renderer and NodeStyle now. Crash is gone.
There is still a reference to g_fh1 in graphic/text_parser.cc. Changing this
would be a lot of work though, and since the old renderer is death bound
anyway, I would rather not bother.
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Neither can I, seems to be gone or hiding.
It was about changing the enum to an enum class - the change has the advantage
that there is less danger of another enum using the same name and the code
jumping on the wrong enum. We are planning to move from enums to enum classes
in general. https://
Thanks, this makes the diff a lot smaller :)
Give us a shout when you're ready again.
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> Updated to take into account that the fonts directory has been moved into
> i18n, please re-review this. :)
>
> (debian/copyright should probably be updated with the various licenses the new
> fonts are available under, but I don't have a complete overview for this)
I have dropped a license fil
//NOCOM - how is it, when I added class here I have to cast everything
Because enough_ships isn't of the enum class' type. You will get rid of the
cast if you do something like this:
enum class FleetStatus: uint8_t {kNeedShip = 0, kEnoughShips = 1, kDoNothing =
2 };
FleetStatus enough_ships =
Correct, your type is the enum class name now.
If you don't give the enum class itself an explicit type, it will default to
int, which would be fine in this case. You also don't need to assign numbers to
the members, this is entirely optional and should only be done when you
explicitly depend o
Review: Resubmit
RTL support is coming :)
This means a new dependency though, which is the ICU library. It comes with all
kinds of i18n bells and whistles that I will play some more with for Build 20.
For now, it would be good if our packaging wizards could double-check that the
new library wi
Thanks, I will look into this when I get back home :)
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The proposal to merge lp:~widelands-dev/widelands/ai_remove_iterators into
lp:widelands has been updated.
Status: Needs review => Work in progress
For more details, see:
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Definitely, I just wanted an opinion before I continue :)
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I used diff comments to add some more info.
Diff comments:
> === modified file 'debian/copyright'
> --- debian/copyright 2014-12-13 12:37:38 +
> +++ debian/copyright 2014-12-21 15:51:53 +
> @@ -22,6 +22,96 @@
> On Debian systems, the complete text of the GNU General Public
> License
Review: Approve
No, it's all done by the lua config - cmake etc only care about the i18n or
fonts directory.
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Please don't forget to document the options in the widelands console help texts
(src/wlapplication_messages.cc).
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Review: Approve
LGTM
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1412242 into
lp:widelands.
Requested reviews:
Tino (tino79)
Related bugs:
Bug #1406298 in widelands: "Load game screen lists campvis file"
https://bugs.launchpad.net/widelands/+bug/1406298
Bug #1412242 in
I added a NOCOM - there is also a second NOCOM that I don't have an answer for.
I also did some testing, and got no crashes.
- On the Fellowships map, 1/3 AIs managed to start building a shipyard and port
about 30 minutes into the game. The shipyard was correctly stopped until the
port got fini
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1374831 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1374831 in widelands: "Terrain names in terrains/init.lua incosistent"
https://bugs.launchpad.net/widelands/+bug/13
My testing was done to see if anything crashes, and to check if behaviour is
OK. I think it is OK for now - I just decided to give detailed feedback so we
know what can be improved further.
Once the 2 remaining NOCOMS are fixed, I think this branch is ready to be
merged :)
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Review: Approve
The parameter rings a bell. LGTM.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1408775 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1408775 in widelands: "Make autocrat & territorial lord the last win
conditions, make Collectors the first
I showed the game to a native speaker of American English and she played the
first 2 tutorials. She hit a spot in the tutorial where a building was
mentioned, but she didn't recognize that the text was referring to a game
entity, because the building name was in lower case. She said it would be
I have some code duplication because of the circular dependency with lua_table.h
Shall we wait until you have figured out separating this?
Diff comments:
> === added file 'scripting/win_conditions/init.lua'
> --- scripting/win_conditions/init.lua 1970-01-01 00:00:00 +
> +++ scripting/win_con
I like the idea for links - so let's leave the capitalization for now and I'll
change the real bugs in a separate branch.
@Teppo: Have you tried using Virtaal or PoEdit? Launchpad won't recognize
similar strings with slight changes in them, but these tools will. I will
probably do another round
Transifex can handle fuzzy matches, so I will set up a test project over there.
https://www.transifex.com/projects/p/widelands/
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Yes - please leave it open until I can port the fixes we do want to a new
branch. I'll change the status myself then.
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The proposal to merge lp:~widelands-dev/widelands/capitalized_unit_names into
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Status: Needs review => Rejected
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/capitalized_unit_names/+merge/247513
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1406301 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1406301 in widelands: "Various strings need fixing"
https://bugs.launchpad.net/widelands/+bug/1406301
For more de
Review: Approve
I have added a needed include. Compiles and runs without problems otherwise.
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https://code.launchpad.net/~widelands-dev/widelands/split_lua_table/+merge/248192
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Review: Approve
I have moved the ScoutingDirection enum into ship.h and fixed up the code so it
won't get used as boolean.
Everything else LGTM.
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https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271
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lp:~wideland
I have pushed a code review. Just split up the tests, and we're good to go.
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https://code.launchpad.net/~widelands-dev/widelands/bug-1380286/+merge/242975
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Review: Needs Fixing
Houston, we have e problem: test_rip_first_port_with_worker_in_portdock.lua
hangs.
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https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271
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I see the same as SirVer - tests work in trunk.
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Review: Resubmit
Common code now resides in GameSettings.
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https://code.launchpad.net/~widelands-dev/widelands/bug-1408775/+merge/248181
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I just grabbed myself a fresh trunk and the tests still go through there.
Is there a way to run test_rip_first_port_with_worker_in_portdock.lua without
running the whole testsuite?
./widelands --scenario=test/maps/ship_transportation.wmf doesn't work.
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I'm still on Boost 1.54
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Test won't run at all with ./regression_test.py -r
test_rip_first_port_with_worker_in_portdock - I get a file not found. Tibor's
method works though, here is the relevant output:
Trying to run: map:scripting/init.lua: done
Trying to run:
test/maps/ship_transportation.wmf/scripting/test_rip_firs
Review: Approve
LGTM. We had discussed different road textures for different terrains though
rather than using them at random. Maybe something for another branch?
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https://code.launchpad.net/~widelands-dev/widelands/busy_roads_for_buildings/+merge/249013
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Yes, trunk runs all the tests successfully (I tested twice and did a fresh
compile on a fresh branch and tested again and it's OK, and it works for SirVer
as well), so the boost problem you're having must be a different problem. Your
test explicitly fails, our test just hangs.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/translator-credits
into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/translator-credits/+merge/249085
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