Terasology is an open source project started by Benjamin "begla" Glatzel to research procedural terrain generation and efficient rendering techniques in Java using the LWJGL. The engine uses a block-based voxel-like approach as seen in Minecraft. After proving itself as a solid tech demo begla was joined at first by Anton "small-jeeper" Kireev and Rasmus "Cervator" Praestholm and a full-fledged game concept was born. Our goal is a game that pays ample tribute to Minecraft in initial look and origin, but stakes out its own niche by adopting the NPC-helper and caretaker feel from such games as Dwarf Fortress and Dungeon Keeper, while striving for added depth and sophistication in the foundation systems akin to DF.
Example module is Pathfinding, which had a transitive dependency on engine-tests (before I changed Core's build.gradle to blindly always depend on latest engine + engine-tests, probably temporarily) as well as a need for natives
While Jenkins now copies in natives for module builds unit tests that depend on an origin class in engine-tests, such as HeadlessEnvironment, the execution starts within the Gradle cache directory which is where the engine-tests jar ends up. Then natives detection fails to find the natives directory in the job workspace
Example module is Pathfinding, which had a transitive dependency on engine-tests (before I changed Core's build.gradle to blindly always depend on latest engine + engine-tests, probably temporarily) as well as a need for natives
While Jenkins now copies in natives for module builds unit tests that depend on an origin class in engine-tests, such as HeadlessEnvironment, the execution starts within the Gradle cache directory which is where the engine-tests jar ends up. Then natives detection fails to find the natives directory in the job workspace
http://jenkins.movingblocks.net/view/Modules/job/Pathfinding/106/console https://github.com/MovingBlocks/Terasology/commit/a3181c1b6e7891cc797c46a68f276f17eb73724f