Closed #1255 as completed.
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I changed the SDL2 framework to version 2.26.4
I also updated https://rpg.hamsterrepublic.com/ohrrpgce/System_Requirements
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Okay, I will reopen this issue so I remember to make the changes
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Reopened #1255.
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Closed #1233 as completed.
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Fixed in commit 463c43bb24144555b
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I have fixed this bug in r13312 ( d8537a82a7 )
ClassSlice is really nice! This is my first time looking at that code.
The MenuDefSlice is currently very unambitious, it just draws the menu in the
correct order in the slice tree
I imagine later we could add features, like positioning the menu
Closed #1262 as completed.
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I am not able to reproduce this bug on Debian Linux xfce4 using the current
nightlies (or any other version, I have never personally seen this bug)
I tested with all the methods of switching into fullscreen, alt+enter, command
line argument, and last-stat-defaulting
My version of SDL2 is
I am marking this one closed. I am satisfied with the testing that I did on VMs
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Closed #1239 as completed.
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Closed #1257 as completed.
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This was fixed in r13313 ( 9c268a9ee5e )
TMC, I think the "F5 reload debug menu's MenuDef is now cut off (at 320px
wide)" thing was likely something different, file a separate bug if it is still
a problem
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This bug was introduced at r12750 ( e5f2b4d8b240 ) on 2022-02-05
"Menu editor now shows how the menu is positioned at the in-game resolution"
This was the first revision that moved the menu preview to the bottom-right of
the menu editor, so the mouse hover has always been offset for it.
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The latest Mac Frameworks seem to be:
SLD2 = 2.28.3
SLD2_mixer = 2.6.3
I have updated them both.
I also rewrote and renamed the script that downloads them, now it also installs
them
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Aha! Yes, I can reproduce it with ./game.sh
It does indeed happen roughly 50% of the time
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So if I understand correctly, we should use version 2.26.4 and also update the
requirements page to say that 10.10 is the minimum supported, yes?
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After messing around with this for a while, I found a hacky fix that prevents
the fullscreen bug from happening when I run ./game.sh
However, this hack makes it so that when I run ./ohrrpgce-custom a different,
slightly worse bug happens each time I return from fullscreen to windowed mode
(the
Looks like this commit is to blame (at least on 64 bit linux)
commit ac2a512e9289f02c1eaa83079cac05db474f02c5
Author: teeemcee
Date: Mon Oct 30 02:55:06 2023 +
Make C and FB declarations of RGBcolor union more identical
I thought there might be a need for this, but there's not.
Yep, this commit seems to have broken the 32 bit Mac build, but the 64 bit
Mac build is fine.
clang -o relump build/relump.o build/os_sockets.o build/networkutil.o
build/os_unix.o build/os_unix2.o build/util.o build/base64.o
build/unicode.o build/array.o build/miscc.o build/fb/error.o
Hmm... So after recent changes, now all the nightly builds are broken
except for Mac 64 but (and the 32 bit Mac builds broke before everything
else)
On Tue, Oct 31, 2023, 1:22 AM wrote:
> [ohrrpgce-player-win-wip-sdl2.zip]
> build_date=20231028
> svn_rev=13355
>
On Fri, Oct 27, 2023, 10:06 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2023-10-27 19:06:05 -0700 (Fri, 27 Oct 2023)
> 130
> scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie
> logic
>
> Hopefully this doesn't break Mac or FreeBSD
My goal with these commands was to have something usable for people who
want to script a tactics game without having to re-implement their own
a-start pathfinding in scripting. It's just a way to hook into the built-in
pathfinding and access the results with a script.
Might also come in handy for
A command to append extra arrays sounds great.
The argument to append the path also affects whether or not the extra array
is erased beforehand.
Hamster speak would really benefit from some kind of python-style keyword
argument support, which would make lots of optional arguments less painful
I
I have enabled "from munging" and dreamhost tech support has created SPF
DNS records for lists.motherhamster.org
I re-enabled all accounts that were disabled by bounces
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vent bounces, or is it to fix the spam
> binning and impersonation warnings gmail puts on forwarded messages from
> Github issues? It's kind of annoying, but the problems with Github emails
> are worse, so hopefully they're fixed.
>
> On Tue, 26 Apr 2022 at 13:46, James Paig
HAHA! And it is here already :D
http://hamsterrepublic.com/ohrrpgce/support/zip_exec.zip
Glorious!
On Tue, May 17, 2022 at 8:48 PM James Paige wrote:
> Today I was thinking about how we might fix the problem with the
> executable bit in zip files inside Mac Apps created from windows...
>
>
Today I was thinking about how we might fix the problem with the executable
bit in zip files inside Mac Apps created from windows...
After searching and reading a while, I ran across
https://sourceforge.net/p/galaxyv2/code/HEAD/tree/other/zip_exec/zip_exec.cpp
Then when I looked more closely at
Either one is fine I think. I believe the source.php link was originally a
backwards compatibility link when moving from a hand-edited page to the
wiki. It wasn't meant as url shortener, but there is nothing wrong with
using it now (if fixed)
On Thu., May 19, 2022, 11:21 p.m. Ralph Versteegen via
Closed #1210 via 941799a41b6c24d25a6338a1a73f7a713e5d026a.
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-- Forwarded message -
From: Ethan Talladino
Date: Wed., May 18, 2022, 11:16 p.m.
Subject: Franken Bug report
To:
[image: Screen Shot 2022-05-18 at 10.07.47 PM.png]
Got this after connecting a ps4 controller to my mac (OS 10.14 if that
helps). It worked fine at first, and then
I like this idea.
I think we could reasonably use SDL's detected controller names to provide
real button names whenever possible, and then fall back to some reasonable
best-effort default for SDL_CONTROLLER_TYPE_UNKNOWN and for other backends
that don't support this. I don't think we should
Okay, separate from the power problem, this seems to be the error that is
stopping the Linux builds from completing:
build/game-gfx_sdl2.o: In function `get_joystick.part.8':
game-gfx_sdl2.c:(.text.get_joystick.part.8+0x6ac): undefined reference to
`SDL_GameControllerTypeForIndex'
collect2:
I have to check the code to make sure, but I'll bet the old version
positioned the cursor relative to the hard-coded default enemy size even
for a non-default sized enemy, and the new version is positioning relative
to the top edge of the real sprite size.
On Wed., May 25, 2022, 11:18 p.m.
Oh! Haha! I checked the code and realized that when I converted the UI to
slices I simply forgot completely about the cursor offset. No wonder it
didn't work!
I can fix this
On Thu., May 26, 2022, 9:43 a.m. Feenick via Ohrrpgce, <
ohrrpgce@lists.motherhamster.org> wrote:
> This guy's 75
Closed #1101 as completed via 4403f2f3b72a53dbbc805ff101c6a3c9e23befa3.
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I can check the VMs. There were some power outages on the weekend that
would have messed with the wifi, but that can't be the only problem
On Mon., May 23, 2022, 10:34 p.m. Ralph Versteegen via Ohrrpgce, <
ohrrpgce@lists.motherhamster.org> wrote:
> There seem to be a lot of problems with
Correction: the nightly build machine does not use dockerfiles at all yet.
The Linux dockerfiles work, I just never switched over to them.
I don't remember if the windows dockerfiles we're ever fully functional
Nightly builds are still done on VirtualBox VMs
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What bugs should we consider release blockers for ichorescent? I would like
to work on stabilization.
If you know of any that should block, please add the release-blocker label
on them in the github issue tracker. I'll work on what I can.
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Oops! I went to fix this, and realized that I had already fixed it on May 28th.
Please let me know if you are still seeing problems in nightly builds dated
after that:
commit 538108e0bdf250933afb710b872089961080a58d
Author: james
Date: Sat May 28 00:00:42 2022 +
Battle mouse hover
Closed #1240 as completed.
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This is a release blocker. The plan to fix it is to use zip_exec.exe from
Galaxy Forces project (Public Domain)
https://sourceforge.net/p/galaxyv2/code/HEAD/tree/other/zip_exec/zip_exec.cpp
TMC has already added it to our support executables, but I still need to write
the code that actually
Oops! I got busy and then I forgot. I'll try to make time to fix it this
weekend.
On Wed, Jun 22, 2022, 4:30 PM Feenick ***@***.***> wrote:
> Cool. Do you have an ETA on when that would be?
>
> —
> Reply to this email directly, view it on GitHub
>
t is just 2.0.5. I guess I'll
>>>> dynamically load that function to restore support for 2.0.5, or maybe just
>>>> put it behind an #ifndef __GNU_LINUX__.
>>>>
>>>> Incidentally, it really is time we started including libSDL2.so and
>>&
On Mon, Jul 25, 2022, 1:03 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> I started trying to add win95 full and player builds to distrib-win.bat
> (and distrib-wine.sh!) but it's a disaster, I would have to copy-paste most
> of the file. This distrib script
Yep, it had lost is network connection. I disconnected and reconnected.
Thank you for bringing it to my attention
On Thu, Jul 21, 2022, 10:38 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> Hey James,
>
> I noticed (thanks to Rue's whatsnew discord bot, buggy though
I have implemented a fix in rev 12999 c98a14eb3904da264a2b4c5dc3641da17d421487
I've tested it on some VMs although I'll wait to close this bug until it gets
at least just a little testing on real Windows and Mac machines
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The android build VM was broken, but after I fixed it, looks like it is
still having trouble compiling recently nightlyies
ni/../jni/application/ohrrpgce/tmp//os_unix.c: In function 'dylib_noload':
jni/../jni/application/ohrrpgce/tmp//os_unix.c:237:42: error: 'RTLD_NOLOAD'
undeclared (first use
I noticed that unlump and relump fail to build for me on Linux, saying:
/usr/bin/ld: build/os_unix.o: in function `dylib_noload':
/home/james/src/ohrrpgce/os_unix.c:237: undefined reference to `dlopen'
collect2: error: ld returned 1 exit status
scons: *** [unlump] Error 1
scons: building
This check doesn't seem to work right anymore... But I am not seeing build
failures... Is this a result of package names changing?
On Sat, Aug 27, 2022, 3:57 AM wrote:
> Cleanup leftover check_nightly directory...
> Create new check_nightly directory
> # ohrrpgce-player-win-wip-sdl2 (zip)
>
n from ohr_nightly_vm.sh.
> I think that may be the only cron script not run inside a VM, hence the
> lack of auto-updating itself?
>
> On Sun, 28 Aug 2022 at 00:58, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> This check doesn't seem to work right any
Closed #1241 as completed via 3271a06aab6b396e6883c50763e728be4ccf43fb.
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I'm confident nothing you changed recently broke it. It has to be something
weird with my computer. I tested on one of the nightly build vms and it still
works perfectly fine.
Here is c_debug.txt up to the freeze
```
0.5 Full game data upgrade...
0.5 Last edited by: [[OHRRPGCE wip
On my Debian 11 box, I am suddenly having a problem with custom spawning
external processes.
If I do Test Game, or try to compile my scripts with hspeak, custom seems to
freeze.
If I click the X icon in the corner to make the window manager close the custom
window, then it gets unstuck, and
Okay, that was weird.
I updated all my packages, rebooted, and the problem just went away.
I am marking this closed. Not a valid bug (but definitely a weird thing)
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Closed #1245 as not planned.
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Ah! Yes, I see that.
I have fixed it by adding the line:
*ErrorDocument 404 default*
To the following files
ohrrpgce/nightly/.htaccess
ohrrpgce/archive/.htaccess
ohrrpgce/symbols-archive/.htaccess
On Fri, Sep 2, 2022 at 11:46 PM Ralph Versteegen via Ohrrpgce <
pt in r13071 for the new names. But the old version
>>> of the script is still being run. Looks like it's run from
>>> ohr_nightly_vm.sh. I think that may be the only cron script not run inside
>>> a VM, hence the lack of auto-updating itself?
>>>
>>> On Sun
n't target" bits can change mid-battle
like hidden status can, so it is less concerning
> BTW, we have atkrAnim* constants for attack.attacker_anim. Wish we had
> ones for the target classes.
>
I wondered about that but failed to search hard enough for them :D
>
> On Tue,
This fixes a relatively recent breakage of Jump/Land and Hide/Unhide which
is why it isn't mentioned in the whatsnew
Although I do think the new changes could have also fixed some old
incorrect edge-cases with jump/land, since it is a little more explicit now
about allowing land/unhide to ignore
This error message was reported by Google Play for at least one recent apk file
"""
Zip Path Traversal
Your app contains an unsafe unzipping pattern that may lead to a Path Traversal
vulnerability. Please see this Google Help Center article to learn how to fix
the issue
"""
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for grids and layouts
>>
>> On Mon, Sep 12, 2022, 11:53 PM Ralph Versteegen
>> wrote:
>>
>>> At least it's a convention, used consistently by all of two commands (I
>>> think) :)
>>>
>>> Making up new jargon seems to be unavoidable.
>>
, used consistently by all of two commands (I
> think) :)
>
> Making up new jargon seems to be unavoidable.
>
> On Sat, 10 Sept 2022 at 12:22, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> This might also be my new favorite terrible na
This happened again. I am not reopening, because I still think this is just me,
but before I fixed it with a reboot, I confirmed that it still happens even
with `-gfx fb` instead of the default sdl2 backend, and that doing a
command-line import of scripts does not avoid the problem.
*Reboot
This might also be my new favorite terrible naming convention :D
On Fri, Sep 9, 2022 at 8:21 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> james
> 2022-09-09 17:21:42 -0700 (Fri, 09 Sep 2022)
> 170
> Add "gently reparent" command, alternative to "set parent" but that
Reopened #1245.
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Okay, I actually am reopening this one now. It keeps happening, and it is
driving me crazy. Also sometimes rebooting doesn't fix it... also at least
once, I managed to fix it by opening a new terminal window instead of rebooting
(but can't reproduce again). Seems to be triggered by going into
Closed #1245 as completed via 8266d2879fadb54611d4d930e5b5bb6338b4aefc.
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Okay, this was a dumb one.
My gamepad had fallen face-down on the floor. The analog stick was being pushed
just so very slightly. I guess it was not enough to trigger movement when
playing the game, but it was enough to make waitforkeyrelease get stuck.
The reason that rebooting my computer
Vehicles do not seem to be respecting speed settings as expected.
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I'm not certain, but I think this bug was introduced after hrodvitnir.
On Sun, Oct 9, 2022, 6:46 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> Sounds like a bug worth mentioning in whatsnew!
>
> On Mon, 10 Oct 2022 at 09:06, subversion--- via Ohrrpgce <
>
No, I remember that vehicle speed is supposed to override NPC speed (but an
indicator of that in the NPC editor is a great idea)
This comes from Wobbler. In Walthros Renewal, there is a vehicle with both NPC
and vehicle speed set to 10 but it moves at 4.
This must be a more specific bug, not a
I just checked. The nightly build boxes are debian 9.13 and /bin/sh is dash
version 0.5.8-2.4
On Sat, Aug 6, 2022, 11:03 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2022-08-06 08:03:24 -0700 (Sat, 06 Aug 2022)
> 257
> Attempted fix for distrib-linux.sh.
see that my fix
> will work.
>
> On Sun, 7 Aug 2022 at 03:30, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> I just checked. The nightly build boxes are debian 9.13 and /bin/sh is
>> dash version 0.5.8-2.4
>>
>> On Sat, Aug 6
For my computer it is stuck down at all times. I spent about 90 seconds
searching my keyboard for a NumLock key before I gave up and changed the
code
Yeah, I think skipping caps lock and scrollock too is probably a good idea
On Sat, Aug 6, 2022, 11:13 PM Ralph Versteegen via Ohrrpgce <
There might be a NumLock key that I just failed to find. One of my wife's
pet names for me is "Terrible Detective Agency"
My brain does not index well for search
On Sun, Aug 7, 2022, 8:21 PM Ralph Versteegen wrote:
> I didn't know there were keyboards like that.
> Lack of numlock is
That is all very interesting!
As for modplug -> libxmp maybe we can make a test build with libxmp and ask
some users who use module music in their games to give it a listen-test
On Sun, Aug 7, 2022 at 8:34 PM Ralph Versteegen ***@***.***>
wrote:
> I'm surprised to discover that the latest
I fired up testgame/inpiuttest.rpg and made an exhaustive search.
The normal place where the numlock key would be has been replaced with a
key that has a calculator icon on it. It does not send any scancode at all
with my current keyboard mapping. NumLock is always on, and after testing
every key
Shipping our own SDL2 for Linux x86 does sound like a good idea
Re-enabling mp3 is interesting. It is good that we can now... Although, is
anybody asking for it? I say leave it alone unless/until we have some demand
for it
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On Tue, Aug 2, 2022, 12:29 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> If we wished, it would now be a small step to switch from svn to git on
> the nightly build machines. svn is still exclusively used only for checking
> for updates, updating the repo and
Very nice!
On Mon, Dec 5, 2022, 12:58 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2022-12-04 21:58:29 -0800 (Sun, 04 Dec 2022)
> 1177
> Support larger battle resolutions, add "Battles display at 320x200"
> battle/backcompat bit
>
> Turning off this bit
This sounds familiar. I think I may have already fixed this for packaged games,
just not for the game player.
If I remember correctly, there were no code changes, I just had to upgrade the
format of the signing certificates. I'm pretty sure I didn't do that for the
debug certificate used by
Oh, yeah, I should fix it to just spawn one. I made the mistake of only
testing it with single target attacks
On Thu, Nov 24, 2022, 6:56 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> This is a nice feature.
> But I notice that it spawns an enemy for each hit on
File "/home/james/src/nightly/ohrrpgce-build/wip/ohrbuild.py", line 20, in
from SCons.Script import Mkdir, Copy, Delete, Action #These create
Action nodes
ImportError: No module named 'SCons'
Perhaps the version of scons I have on the nightly build vms is too old?
I have narrowed down the simplest steps to reproduce this error
```
james@ixrat:~/src/nightly/ohrrpgce/wip$ python3
Python 3.5.3 (default, Apr 5 2021, 09:00:41)
[GCC 6.3.0 20170516] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import ohrbuild
Traceback
Oh! Duh! My `~/src/ohr/wip` was out of date. When I updated it, I can reproduce
the error message there
This breakage started with svn rev 13158 which added this line to `ohrbuild.py`
```
from SCons.Script import Mkdir, Copy, Delete, Action #These create Action
nodes
```
I believe that
Nice!
On Wed, Mar 22, 2023, 11:57 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2023-03-22 20:57:48 -0700 (Wed, 22 Mar 2023)
> 33
> Hero movement and avoidance zones
> ---
> U wip/common.rbas
> U wip/game.bas
> U wip/mapsubs.bas
> U
Aha! That is indeed cleaner. Thank you TMC!
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The nightly builds are failing on Windows and Linux vms
```
File "/home/james/src/nightly/ohrrpgce-build/wip/ohrbuild.py", line 20, in
from SCons.Script import Mkdir, Copy, Delete, Action #These create Action
nodes
ImportError: No module named 'SCons'
```
James speculates:
> Perhaps the
I have a fix for this, although I want to do one more round of verification
with a google play upload before I mark it fixed
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My current favorite plan for this is to implement a docker image that can build
android apks.
I want to do this anyway for my own local apk building, but then it could be
re-used for:
* A remote android build sever
* Local export from the Distribute Games menu for anyone who has docker (or a
Okay, I'll close this WONTFIX
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Ohrrpgce
Closed #1256 as not planned.
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Mac Nightly (and release builds) should be using Euphoria 4.0.5 instead of the
newer version they are currently using.
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TMC recently noticed that mouse clicking/hovering in the menu editor is broken.
it appears to be offset. This may bug may have been around for a while.
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When you try to upload an ohrrpgce APK file to Google Play, it says:
> You uploaded an APK or Android App Bundle which has an activity, activity
> alias, service or broadcast receiver with intent filter, but without
> 'android:exported' property set. This file can't be installed on Android 12
While Google Play still allows uploading an updated apk file for an existing
project created before August 2021, it no longer appears to be possible to
upload an apk file for a new project. aab files are required instead.
In addition, it appears that if you opt in to the "App Integrity" feature
We need to upgrade the Mac SLD2 framework on the nightly build vm (which is
also the release build vm)
I'll just use the latest available Mac version, 2.26.5
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LICENSE-binary previously just showed GPL info, but it should actually also
show all copyright notices of other included code.
TMC has a partial implementation on a branch to have scons generate
LICENSE-binary.txt from LICENSE.txt
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