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Minetest merge rule change proposal | |
Instead of 2 approvals, 1 approval (including your own approval) is enough when all of these match: | |
- The change doesn't touch the disk and network formats | |
- The change doesn't touch the main server-side Lua API | |
- You are able to argue the change is not likely to cause issues (i.e. it's simple) | |
- The CI build passes on multiple platforms |
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import subprocess | |
import json | |
from datetime import datetime, timedelta | |
# Function to run gh CLI commands and return JSON output | |
def run_gh_command(command): | |
result = subprocess.run(command, stdout=subprocess.PIPE, stderr=subprocess.PIPE, text=True) | |
if result.returncode != 0: | |
print(f"Error executing command: {command}") | |
print(result.stderr) |
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PR #14417 - Total Lines Changed: 2 | |
PR #14385 - Total Lines Changed: 2 | |
PR #14413 - Total Lines Changed: 17 | |
PR #14416 - Total Lines Changed: 25 | |
PR #14361 - Total Lines Changed: 32 | |
PR #14347 - Total Lines Changed: 51 | |
PR #14406 - Total Lines Changed: 57 | |
PR #14412 - Total Lines Changed: 63 | |
PR #14390 - Total Lines Changed: 66 | |
PR #14355 - Total Lines Changed: 74 |
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import calendar | |
import matplotlib.pyplot as plt | |
import matplotlib.gridspec as gridspec | |
from matplotlib.patches import Rectangle | |
from matplotlib.ticker import FixedLocator | |
def create_month_calendar(year, month, ax): | |
month_days = calendar.monthrange(year, month)[1] | |
month_name = calendar.month_name[month] | |
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#include <mcp_can.h> | |
#include <SPI.h> | |
#define CAN0_CS 10 /* Set CS to pin 10 */ | |
MCP_CAN CAN0(CAN0_CS); /* Set CS to pin 10 */ | |
// UDS request for DTCs | |
unsigned char stmp[8] = {0x19, 0x02, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00}; |
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I was inspired by yesterday's #minetest-dev discussions to write down what Minetest's future looks like to me currently. | |
- Directly serves gamedevs and server admins | |
- Doesn't need to cater to players by itself regarding to gameplay, gamedevs and server admins already have players in mind | |
- But players essentially become gamedevs when they open the content database and server admins when they open the hosting tab | |
- think more along the lines of Roblox than Godot (I'm flexible about this though. Have to see how it goes), but don't make separate game distribution unnecessarily difficult | |
- Multiple worlds with separate lua environments | |
- this is necessary because a single world per game server is a special case. There's no way we can get away with supporting only the special case | |
- the client needs to view only one world at a time (for now) |
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[root@everything log]# tail -n 1000 /var/log/nginx_access.log | grep forum.minetest.net | cut -d' ' -f1 | cut -d'.' -f1,2 | sort | uniq -c | sort -n | |
1 179.209 | |
1 220.181 | |
1 23.250 | |
1 24.150 | |
1 35.202 | |
2 174.127 | |
2 179.96 | |
2 54.236 | |
2 69.221 |
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/* Generated by the Nim Compiler v1.0.6 */ | |
/* (c) 2019 Andreas Rumpf */ | |
var framePtr = null; | |
var excHandler = 0; | |
var lastJSError = null; | |
if (typeof Int8Array === 'undefined') Int8Array = Array; | |
if (typeof Int16Array === 'undefined') Int16Array = Array; | |
if (typeof Int32Array === 'undefined') Int32Array = Array; | |
if (typeof Uint8Array === 'undefined') Uint8Array = Array; |
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/* Generated by the Nim Compiler v1.0.6 */ | |
/* (c) 2019 Andreas Rumpf */ | |
var framePtr = null; | |
var excHandler = 0; | |
var lastJSError = null; | |
if (typeof Int8Array === 'undefined') Int8Array = Array; | |
if (typeof Int16Array === 'undefined') Int16Array = Array; | |
if (typeof Int32Array === 'undefined') Int32Array = Array; | |
if (typeof Uint8Array === 'undefined') Uint8Array = Array; |
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/* Generated by the Nim Compiler v1.0.6 */ | |
/* (c) 2019 Andreas Rumpf */ | |
var framePtr = null; | |
var excHandler = 0; | |
var lastJSError = null; | |
if (typeof Int8Array === 'undefined') Int8Array = Array; | |
if (typeof Int16Array === 'undefined') Int16Array = Array; | |
if (typeof Int32Array === 'undefined') Int32Array = Array; | |
if (typeof Uint8Array === 'undefined') Uint8Array = Array; |
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