Script 'mail_helper' called by obssrc
Hello community,

here is the log from the commit of package openmw for openSUSE:Factory checked 
in at 2025-06-10 09:04:26
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Comparing /work/SRC/openSUSE:Factory/openmw (Old)
 and      /work/SRC/openSUSE:Factory/.openmw.new.19631 (New)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Package is "openmw"

Tue Jun 10 09:04:26 2025 rev:19 rq:1283848 version:0.49rc8

Changes:
--------
--- /work/SRC/openSUSE:Factory/openmw/openmw.changes    2024-09-19 
21:18:55.642412343 +0200
+++ /work/SRC/openSUSE:Factory/.openmw.new.19631/openmw.changes 2025-06-10 
09:07:57.154050473 +0200
@@ -1,0 +2,355 @@
+Sat Jun  7 10:09:04 UTC 2025 - Michael Pujos <pujos.mich...@gmail.com>
+
+- Update to version 0.49rc8. Changes since v0.48.0:
+  * Bug #2623: Snowy Granius doesn't prioritize conjuration spells
+  * Bug #3438: NPCs can't hit bull netch with melee weapons
+  * Bug #3842: Body part skeletons override the main skeleton
+  * Bug #4127: Weapon animation looks choppy
+  * Bug #4204: Dead slaughterfish doesn't float to water surface after loading 
saved game
+  * Bug #4207: RestoreHealth/Fatigue spells have a huge priority even if a 
success chance is near 0
+  * Bug #4289: Script compilation fails if an NPC deleted in a content file is 
disabled
+  * Bug #4382: Sound output device does not change when it should
+  * Bug #4508: Can't stack enchantment buffs from different instances of the 
same self-cast generic magic apparel
+  * Bug #4610: Casting a Bound Weapon spell cancels the casting animation by 
equipping the weapon prematurely
+  * Bug #4683: Disposition decrease when player commits crime is not 
implemented properly
+  * Bug #4710: Object tooltips don't always stick to the top of the object
+  * Bug #4742: Actors with wander never stop walking after Loopgroup 
Walkforward
+  * Bug #4743: PlayGroup doesn't play non-looping animations correctly
+  * Bug #4754: Stack of ammunition cannot be equipped partially
+  * Bug #4816: GetWeaponDrawn returns 1 before weapon is attached
+  * Bug #4822: Non-weapon equipment and body parts can't inherit time from 
parent animation
+  * Bug #4898: Odd/Incorrect lighting on meshes
+  * Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
+  * Bug #5062: Root bone rotations for NPC animation don't work the same as 
for creature animation
+  * Bug #5065: Actors with scripted animation still try to wander and turn 
around without moving
+  * Bug #5066: Quirks with starting and stopping scripted animations
+  * Bug #5129: Stuttering animation on Centurion Archer
+  * Bug #5280: Unskinned shapes in skinned equipment are rendered in the wrong 
place
+  * Bug #5371: Keyframe animation tracks are used for any file that begins 
with an X
+  * Bug #5413: Enemies do a battlecry everytime the player summons a creature
+  * Bug #5714: Touch spells cast using ExplodeSpell don't always explode
+  * Bug #5755: Reset friendly hit counter
+  * Bug #5849: Paralysis breaks landing
+  * Bug #5870: Disposing of actors who were selected in the console doesn't 
deselect them like vanilla
+  * Bug #5883: Immobile creatures don't cause water ripples
+  * Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game 
load
+  * Bug #6025: Subrecords cannot overlap records
+  * Bug #6027: Collisionshape becomes spiderweb-like when the mesh is too 
complex
+  * Bug #6146: Lua command `actor:setEquipment` doesn't trigger mwscripts when 
equipping or unequipping a scripted item
+  * Bug #6156: 1ft Charm or Sound magic effect vfx doesn't work properly
+  * Bug #6190: Unintuitive sun specularity time of day dependence
+  * Bug #6222: global map cell size can crash openmw if set to too high a value
+  * Bug #6240: State sharing sometimes prevents the use of the same texture 
file for different purposes in shaders
+  * Bug #6313: Followers with high Fight can turn hostile
+  * Bug #6402: The sound of a thunderstorm does not stop playing after 
entering the premises
+  * Bug #6427: Enemy health bar disappears before damaging effect ends
+  * Bug #6550: Cloned body parts don't inherit texture effects
+  * Bug #6574: Crash at far away from world origin coordinates
+  * Bug #6645: Enemy block sounds align with animation instead of blocked hits
+  * Bug #6657: Distant terrain tiles become black when using FWIW mod
+  * Bug #6661: Saved games that have no preview screenshot cause issues or 
crashes
+  * Bug #6665: The kobolds in the skyrim: home of the nords mod are oversized
+  * Bug #6716: mwscript comparison operator handling is too restrictive
+  * Bug #6723: "Turn to movement direction" makes the player rotate wildly 
with COLLADA
+  * Bug #6754: Beast to Non-beast transformation mod is not working on OpenMW
+  * Bug #6758: Main menu background video can be stopped by opening the 
options menu
+  * Bug #6807: Ultimate Galleon is not working properly
+  * Bug #6846: Launcher only works with default config paths
+  * Bug #6893: Lua: Inconsistent behavior with actors affected by Disable and 
SetDelete commands
+  * Bug #6894: Added item combines with equipped stack instead of creating a 
new unequipped stack
+  * Bug #6932: Creatures flee from my followers and we have to chase after them
+  * Bug #6939: OpenMW-CS: ID columns are too short
+  * Bug #6949: Sun Damage effect doesn't work in quasi exteriors
+  * Bug #6964: Nerasa Dralor Won't Follow
+  * Bug #6973: Fade in happens after the scene load and is shown
+  * Bug #6974: Only harmful effects are reflected
+  * Bug #6977: Sun damage implementation does not match research
+  * Bug #6985: Issues with Magic Cards numbers readability
+  * Bug #6986: Sound magic effect does not make noise
+  * Bug #6987: Set/Mod Blindness should not darken the screen
+  * Bug #6992: Crossbow reloading doesn't look the same as in Morrowind
+  * Bug #6993: Shooting your last round of ammunition causes the attack 
animation to cancel
+  * Bug #7009: Falling actors teleport to the ground without receiving any 
damage on cell loading
+  * Bug #7013: Local map rendering in some cells is broken
+  * Bug #7034: Misc items defined in one content file are not treated as keys 
if another content file uses them as such
+  * Bug #7040: Incorrect rendering order for Rebirth's Stormfang
+  * Bug #7042: Weapon follow animations that immediately follow the hit 
animations cause multiple hits
+  * Bug #7044: Changing a class' services does not affect autocalculated NPCs
+  * Bug #7051: Collada animated character models are optimized out of the 
collision box instance with object paging
+  * Bug #7053: Running into objects doesn't trigger GetCollidingPC
+  * Bug #7054: Quests aren't sorted by name
+  * Bug #7064: NPCs don't report crime if the player is casting offensive 
spells on them while sneaking
+  * Bug #7077: OpenMW fails to load certain particle effects in .osgt format
+  * Bug #7084: Resurrecting an actor doesn't take into account base record 
changes
+  * Bug #7088: Deleting last save game of last character doesn't clear 
character name/details
+  * Bug #7092: BSA archives from higher priority directories don't take 
priority
+  * Bug #7102: Some HQ Creatures mod models can hit the 8 texture slots limit 
with 0.48
+  * Bug #7103: Multiple paths pointing to the same plugin but with different 
cases lead to automatically removed config entries
+  * Bug #7122: Teleportation to underwater should cancel active water walking 
effect
+  * Bug #7131: MyGUI log spam when post processing HUD is open
+  * Bug #7134: Saves with an invalid last generated RefNum can be loaded
+  * Bug #7145: Normals passed to post-processing shaders are broken
+  * Bug #7146: Debug draw for normals is wrong
+  * Bug #7163: Myar Aranath: Wheat breaks the GUI
+  * Bug #7168: Fix average scene luminance
+  * Bug #7172: Current music playlist continues playing indefinitely if next 
playlist is empty
+  * Bug #7202: Post-processing normals for terrain, water randomly stop 
rendering
+  * Bug #7204: Missing actor scripts freeze the game
+  * Bug #7229: Error marker loading failure is not handled
+  * Bug #7243: Supporting loading external files from VFS from esm files
+  * Bug #7284: "Your weapon has no effect." message doesn't always show when 
the player character attempts to attack
+  * Bug #7292: Weather settings for disabling or enabling snow and rain 
ripples don't work
+  * Bug #7298: Water ripples from projectiles sometimes are not spawned
+  * Bug #7307: Alchemy "Magic Effect" search string does not match on tool tip 
for effects related to attributes
+  * Bug #7309: Sunlight scattering is visible in inappropriate situations
+  * Bug #7322: Shadows don't cover groundcover depending on the view angle and 
perspective with compute scene bounds = primitives
+  * Bug #7351: Unsupported MSAA level fallback wrecks GL context extension 
checks
+  * Bug #7353: Normal Map Crashes with Starwind Assets in TES3MP and OpenMW
+  * Bug #7354: Disabling post processing in-game causes a crash
+  * Bug #7364: Post processing is not reflected in savegame previews
+  * Bug #7380: NiZBufferProperty issue
+  * Bug #7413: Generated wilderness cells don't spawn fish
+  * Bug #7415: Unbreakable lock discrepancies
+  * Bug #7416: Modpccrimelevel is different from vanilla
+  * Bug #7428: AutoCalc flag is not used to calculate enchantment costs
+  * Bug #7447: OpenMW-CS: Dragging a cell of a different type (from the 
initial type) into the 3D view crashes OpenMW-CS
+  * Bug #7450: Evading obstacles does not work for actors missing certain 
animations
+  * Bug #7459: Icons get stacked on the cursor when picking up multiple items 
simultaneously
+  * Bug #7469: Reloading lua with a orphaned lua UI element causes crash
+  * Bug #7472: Crash when enchanting last projectiles
+  * Bug #7475: Equipping a constant effect item doesn't update the magic menu
+  * Bug #7502: Data directories dialog (0.48.0) forces adding subdirectory 
instead of intended directory
+  * Bug #7505: Distant terrain does not support sample size greater than cell 
size
+  * Bug #7531: Some bitmap font glyph substitutes are erroneous or missing
+  * Bug #7535: Bookart paths for textures in OpenMW vs vanilla Morrowind
+  * Bug #7548: Actors cannot open doors that were teleported from a different 
cell
+  * Bug #7553: Faction reaction loading is incorrect
+  * Bug #7557: Terrain::ChunkManager::createChunk is called twice for the same 
position, lod on initial loading
+  * Bug #7573: Drain Fatigue can't bring fatigue below zero by default
+  * Bug #7582: Skill specializations are hardcoded in character creation
+  * Bug #7585: Difference in interior lighting between OpenMW with legacy 
lighting method enabled and vanilla Morrowind
+  * Bug #7587: Quick load related crash
+  * Bug #7603: Scripts menu size is not updated properly
+  * Bug #7604: Goblins Grunt becomes idle once injured
+  * Bug #7609: ForceGreeting should not open dialogue for werewolves
+  * Bug #7611: Beast races' idle animations slide after turning or jumping in 
place
+  * Bug #7617: The death prompt asks the player if they wanted to load the 
character's last created save
+  * Bug #7619: Long map notes may get cut off
+  * Bug #7623: Incorrect placement of the script info in the engraved ring of 
healing tooltip
+  * Bug #7627: Сrash at the start
+  * Bug #7630: Charm can be cast on creatures
+  * Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when 
they're fleeing
+  * Bug #7633: Groundcover should ignore non-geometry Drawables
+  * Bug #7636: Animations bug out when switching between 1st and 3rd person, 
while playing a scripted animation
+  * Bug #7637: Actors can sometimes move while playing scripted animations
+  * Bug #7639: NPCs don't use hand-to-hand if their other melee skills were 
damaged during combat
+  * Bug #7641: loopgroup loops the animation one time too many for actors
+  * Bug #7642: Items in repair and recharge menus aren't sorted alphabetically
+  * Bug #7643: Can't enchant items with constant effect on self magic effects 
for non-player character
+  * Bug #7646: Follower voices pain sounds when attacked with magic
+  * Bug #7647: NPC walk cycle bugs after greeting player
+  * Bug #7654: Tooltips for enchantments with invalid effects cause crashes
+  * Bug #7660: Some inconsistencies regarding Invisibility breaking
+  * Bug #7661: Player followers should stop attacking newly recruited actors
+  * Bug #7665: Alchemy menu is missing the ability to deselect and choose 
different qualities of an apparatus
+  * Bug #7675: Successful lock spell doesn't produce a sound
+  * Bug #7676: Incorrect magic effect order in alchemy
+  * Bug #7679: Scene luminance value flashes when toggling shaders
+  * Bug #7685: Corky sometimes doesn't follow Llovyn Andus
+  * Bug #7696: Freeze in CompositeMapRenderer::drawImplementation
+  * Bug #7707: (OpenCS): New landscape records do not contain appropriate flags
+  * Bug #7712: Casting doesn't support spells and enchantments with no effects
+  * Bug #7721: CS: Special Chars Not Allowed in IDs
+  * Bug #7723: Assaulting vampires and werewolves shouldn't be a crime
+  * Bug #7724: Guards don't help vs werewolves
+  * Bug #7728: Fatal Error at Startup
+  * Bug #7733: Launcher shows incorrect data paths when there's two plugins 
with the same name
+  * Bug #7737: OSG stats are missing some data on loading screens
+  * Bug #7742: Governing attribute training limit should use the modified 
attribute
+  * Bug #7744: Player base record cannot have weapons in the inventory
+  * Bug #7753: Editor: Actors Don't Scale According to Their Race
+  * Bug #7758: Water walking is not taken into account to compute path cost on 
the water
+  * Bug #7761: Rain and ambient loop sounds are mutually exclusive
+  * Bug #7763: Bullet shape loading problems, assorted
+  * Bug #7765: OpenMW-CS: Touch Record option is broken
+  * Bug #7769: Sword of the Perithia: Broken NPCs
+  * Bug #7770: Sword of the Perithia: Script execution failure
+  * Bug #7780: Non-ASCII texture paths in NIF files don't work
+  * Bug #7785: OpenMW-CS initialising Skill and Attribute fields to 0 instead 
of -1 on non-FortifyStat spells
+  * Bug #7787: Crashing when loading a saved game (not always though)
+  * Bug #7794: Fleeing NPCs name tooltip doesn't appear
+  * Bug #7796: Absorbed enchantments don't restore magicka
+  * Bug #7823: Game crashes when launching it.
+  * Bug #7832: Ingredient tooltips show magnitude for Fortify Maximum Magicka 
effect
+  * Bug #7840: First run of the launcher doesn't save viewing distance as the 
default value
+  * Bug #7841: Editor: "Dirty" water heights are saved in modified CELLs
+  * Bug #7859: AutoCalc flag is not used to calculate potion value
+  * Bug #7861: OpenMW-CS: Incorrect DIAL's type in INFO records
+  * Bug #7872: Region sounds use wrong odds
+  * Bug #7886: Equip and unequip animations can't share the animation track 
section
+  * Bug #7887: Editor: Mismatched reported script data size and actual data 
size causes a crash during save
+  * Bug #7891: Launcher Reverts 8k Shadows to default
+  * Bug #7896: Editor: Loading cellrefs incorrectly transforms Refnums, 
causing load failures
+  * Bug #7898: Editor: Invalid reference scales are allowed
+  * Bug #7899: Editor: Doors can't be unlocked
+  * Bug #7901: Editor: Teleport-related fields shouldn't be editable if a ref 
does not teleport
+  * Bug #7908: Key bindings names in the settings menu are layout-specific
+  * Bug #7912: Lua: castRenderingRay fails to hit height map
+  * Bug #7943: Using "addSoulGem" and "dropSoulGem" commands to creatures 
works only with "Weapon & Shield" flagged ones
+  * Bug #7950: Crash in MWPhysics::PhysicsTaskScheduler::removeCollisionObject
+  * Bug #7970: Difference of GetPCSleep (?) behavior between vanilla and OpenMW
+  * Bug #7980: Paralyzed NPCs' lips move
+  * Bug #7993: Cannot load Bloodmoon without Tribunal
+  * Bug #7997: Can toggle perspective when paralyzed
+  * Bug #8002: Portable light sources held by creatures do not emit lighting
+  * Bug #8005: F3 stats bars are sorted not according to their place in the 
timeline
+  * Bug #8018: Potion effects should never explode and always apply on self
+  * Bug #8021: Player's scale doesn't reset when starting a new game
+  * Bug #8048: Actors can generate negative collision extents and have no 
collision
+  * Bug #8063: menu_background.bik video with audio freezes the game forever
+  * Bug #8064: Lua move360 script doesn't respect the enableZoom/disableZoom 
Camera interface setting
+  * Bug #8085: Don't search in scripts or shaders directories for "Select 
directories you wish to add" menu in launcher
+  * Bug #8097: GetEffect doesn't detect 0 magnitude spells
+  * Bug #8099: Reaching Lua memory limit leads to a crash
+  * Bug #8124: Normal weapon resistance is applied twice for NPCs
+  * Bug #8132: Actors without hello responses turn to face the player
+  * Bug #8171: Items with more than 100% health can be repaired
+  * Bug #8172: Openmw-cs crashes when viewing `Dantooine, Sea`
+  * Bug #8187: Intervention effects should use Chebyshev distance to determine 
the closest marker
+  * Bug #8189: The import tab in the launcher doesn't remember the checkbox 
selection
+  * Bug #8191: NiRollController does not work for sheath meshes
+  * Bug #8206: Moving away from storm wind origin should make you faster
+  * Bug #8207: Using hand-to-hand while sneaking plays the critical hit sound 
when the target is not getting hurt
+  * Bug #8208: The launcher's view distance option's minimum value isn't 
capped to Vanilla's minimum
+  * Bug #8223: Ghosts don't move while spellcasting
+  * Bug #8231: AGOP doesn't like NiCollisionSwitch
+  * Bug #8237: Non-bipedal creatures should *not* use spellcast equip/unequip 
animations
+  * Bug #8252: Plugin dependencies are not required to be loaded
+  * Bug #8295: Post-processing chain is case-sensitive
+  * Bug #8299: Crash while smoothing landscape
+  * Bug #8364: Crash when clicking scrollbar without handle (divide by zero)
+  * Bug #8378: Korean bitmap fonts are unusable
+  * Bug #8439: Creatures without models can crash the game
+  * Bug #8441: Freeze when using video main menu replacers
+  * Bug #8445: Launcher crashes on exit when cell name loading thread is still 
running
+  * Bug #8462: Crashes when resizing the window on macOS
+  * Bug #8465: Blue screen w/ antialiasing and post-processing on macOS
+  * Bug #8503: Camera does not handle NaN gracefully
+  * Bug #8541: Lua: util.color:asHex produces wrong output for some colors
+  * Feature #1415: Infinite fall failsafe
+  * Feature #2566: Handle NAM9 records for manual cell references
+  * Feature #3501: OpenMW-CS: Instance Editing - Shortcuts for axial locking
+  * Feature #3537: Shader-based water ripples
+  * Feature #5173: Support for NiFogProperty
+  * Feature #5492: Let rain and snow collide with statics
+  * Feature #5926: Refraction based on water depth
+  * Feature #5944: Option to use camera as sound listener
+  * Feature #6009: Animation blending - smooth animation transitions with 
modding support
+  * Feature #6152: Playing music via lua scripts
+  * Feature #6188: Specular lighting from point light sources
+  * Feature #6411: Support translations in openmw-launcher
+  * Feature #6447: Add LOD support to Object Paging
+  * Feature #6491: Add support for Qt6
+  * Feature #6505: UTF-8 support in Lua scripts
+  * Feature #6556: Lua API for sounds
+  * Feature #6679: Design a custom Input Action API
+  * Feature #6726: Lua API for creating new objects
+  * Feature #6727: Lua API for records of all object types
+  * Feature #6823: Animation layering for osgAnimation formats
+  * Feature #6864: Lua file access API
+  * Feature #6922: Improve launcher appearance
+  * Feature #6933: Support high-resolution cursor textures
+  * Feature #6945: Support S3TC-compressed and BGR/BGRA NiPixelData
+  * Feature #6979: Add support of loading and displaying LOD assets purely 
based on their filename extension
+  * Feature #6983: PCVisionBonus script functions
+  * Feature #6995: Localize the "show effect duration" option
+  * Feature #7058: Implement TestModels (T3D) console command
+  * Feature #7087: Block resolution change in the Windowed Fullscreen mode
+  * Feature #7091: Allow passing `initData` to the :addScript call
+  * Feature #7125: Remembering console commands between sessions
+  * Feature #7129: Add support for non-adaptive VSync
+  * Feature #7130: Ability to set MyGUI logging verbosity
+  * Feature #7142: MWScript Lua API
+  * Feature #7148: Optimize string literal lookup in mwscript
+  * Feature #7160: Editor: Moving the Response column of Topicinfos in a 
better place
+  * Feature #7161: OpenMW-CS: Make adding and filtering TopicInfos easier
+  * Feature #7180: Rename water_nm file and move it to the vfs
+  * Feature #7194: Ori to show texture paths
+  * Feature #7214: Searching in the in-game console
+  * Feature #7245: Expose the argument `cancelOther` of `AiSequence::stack` to 
Lua
+  * Feature #7248: Searching in the console with regex and toggleable 
case-sensitivity
+  * Feature #7318: Ability to disable water culling
+  * Feature #7468: Factions API for Lua
+  * Feature #7477: NegativeLight Magic Effect flag
+  * Feature #7499: OpenMW-CS: Generate record filters by drag & dropping cell 
content to the filters field
+  * Feature #7538: Lua API for advancing skills
+  * Feature #7546: Start the game on Fredas
+  * Feature #7554: Controller binding for tab for menu navigation
+  * Feature #7568: Uninterruptable scripted music
+  * Feature #7590: [Lua] Ability to deserialize YAML data from scripts
+  * Feature #7606: Launcher: allow Shift-select in Archives tab
+  * Feature #7608: Make the missing dependencies warning when loading a 
savegame more helpful
+  * Feature #7618: Show the player character's health in the save details
+  * Feature #7625: Add some missing console error outputs
+  * Feature #7634: Support NiParticleBomb
+  * Feature #7648: Lua Save game API
+  * Feature #7652: Sort inactive post processing shaders list properly
+  * Feature #7698: Implement sAbsorb, sDamage, sDrain, sFortify and sRestore
++++ 58 more lines (skipped)
++++ between /work/SRC/openSUSE:Factory/openmw/openmw.changes
++++ and /work/SRC/openSUSE:Factory/.openmw.new.19631/openmw.changes

Old:
----
  _service
  _servicedata
  openmw-0.48.0+git20240913.tar.bz2

New:
----
  openmw-49-rc8.tar.gz

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Other differences:
------------------
++++++ openmw.spec ++++++
--- /var/tmp/diff_new_pack.dPEbY2/_old  2025-06-10 09:07:57.870080071 +0200
+++ /var/tmp/diff_new_pack.dPEbY2/_new  2025-06-10 09:07:57.874080237 +0200
@@ -1,7 +1,7 @@
 #
 # spec file for package openmw
 #
-# Copyright (c) 2024 SUSE LLC
+# Copyright (c) 2025 SUSE LLC
 #
 # All modifications and additions to the file contributed by third parties
 # remain the property of their copyright owners, unless otherwise agreed
@@ -21,14 +21,15 @@
 # are not compatible with it
 # 1.69 is the first boost version that is supposed to work with C++ 20:
 %define min_boost_version 1.69
+%define archive_version 49-rc8
 Name:           openmw
-Version:        0.48.0+git20240913
+Version:        0.49rc8
 Release:        0
 Summary:        Reimplementation of The Elder Scrolls III: Morrowind
 License:        GPL-3.0-only AND MIT
 Group:          Amusements/Games/RPG
 URL:            https://www.openmw.org
-Source:         %{name}-%{version}.tar.bz2
+Source:         
https://github.com/OpenMW/openmw/archive/refs/tags/%{name}-%{archive_version}.tar.gz
 Source2:        %{name}.rpmlintrc
 BuildRequires:  MyGUI-devel >= 3.2.1
 BuildRequires:  cmake
@@ -106,7 +107,7 @@
  * customisable GUI
 
 %prep
-%autosetup -p1 -n %{name}-master
+%autosetup -p1 -n %{name}-%{name}-%{archive_version}
 cp 'files/data/fonts/DejaVuFontLicense.txt' ./DejaVuFontLicense.txt
 
 ## fix __DATE__ and __TIME__

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