You only forgot to mention that you use another version of jME (probably one you modified yourself com.github.JavaSaBr.jmonkeyengine:jme3-core) and other versions of LWJGL. Sadly I don’t have that sort of time in this project.
My fork doesn’t include any changes which are related to this problem.
Great to hear.
When I bump the version of LWJGL to 3.1.2 I get this error:
java.lang.NoSuchMethodError: org.lwjgl.glfw.GLFW.glfwSetErrorCallback(Lorg/lwjgl/glfw/GLFWErrorCallback;)Lorg/lwjgl/glfw/GLFWErrorCallback;
at com.jme3.system.lwjgl.LwjglWindow.createContext(LwjglWindow.java:129)
Oh yeah, which I can’t find in jcenter so I guess I have to build it myself. Thanks for the help.
you can use jitpack repository 
For my case this was a much better fix
final AppSettings settings = new AppSettings(true);
settings.setRenderer(AppSettings.JOGL_OPENGL_BACKWARD_COMPATIBLE);
settings.setAudioRenderer(AppSettings.JOAL);
app.setSettings(settings);
and adding the JOGL renderer as a dependecy:
<dependency>
<groupId>org.jmonkeyengine</groupId>
<artifactId>jme3-jogl</artifactId>
<version>${version.jme}</version>
</dependency>
it’s up to you
but I like to use LWJGL 3.1.2 without AWT back-end 
JOGL does not force AWT backend. But no matter what OpenGL binding, as long as it works 