OpenMW 0.45.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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Capostrophic
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Re: OpenMW 0.45.0

Post by Capostrophic »

:(
With all due respect, please reconsider. Even without considering the nice round number of 200 in decimal numeric system, if NPC rendering is not an important future, I don't know what is, the RC phase hasn't even really started yet, and I'm pretty sure the existing dirty fix as it is could be considered an intentional regression, as you could at least see the NPCs as white shapes (IIRC) in previous releases and now you cannot. And AFAIK creatures are actually not affected by the hotfix, so the feature is not "disabled" per se, just dropped in in a "half-baked" state.
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psi29a
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Re: OpenMW 0.45.0

Post by psi29a »

@Zini: I don't believe this to be an issue. It's why we have RCs to begin with. Just means we can cherry-pick this and move on to RC2 :)
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Capostrophic
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Re: OpenMW 0.45.0

Post by Capostrophic »

Sorry, that was me overreacting.

I'd welcome any suggestions regarding the changelog now, I'd rather not rewrite it from scratch in full because it was deeply flawed once I no longer have access to my usual PC for the rest of November.
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akortunov
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Re: OpenMW 0.45.0

Post by akortunov »

A bit offtopic, but it seems we have no topic for 0.46 yet.
Since we merged some quite large PRs recently (recastnavigation, weapon sheathing, changes in the FFMpeg API), I suppose we need to run a Coverity Scan again.
Also probably we should exclude the extern/recastnavigation folder from Coverity Scan since there will be a lot of complaints about issues, not related to OpenMW.
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psi29a
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Re: OpenMW 0.45.0

Post by psi29a »

I've added recastnavigation as a component we ignore, that's been taken care of.

merged master into coverity_scan, report inbound...

https://travis-ci.org/OpenMW/openmw/bui ... tification
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psi29a
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Re: OpenMW 0.45.0

Post by psi29a »

Grumble... so while the build is green, coverity complains with:
Last Build Status: Failed. Your build has failed due to the following reason. Please fix the error and upload the build again.
Error details: The build uploaded has not been fully compiled. Please fix all compilation errors for accurate analysis.
I'm heading out for the weekend so hopefully someone else can figure this out. I'll look back into it Monday.

Cheers
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Zini
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Re: OpenMW 0.45.0

Post by Zini »

@Capostrophic: To clarify: Of course NPC rendering in the scene is important. However my position on OpenMW-CS is that is still only a tech demo at this stage (some parts more so than others). Therefore the big red alpha warning on startup.

The 3D scene in particular is very rough with core features still missing and (maybe more importantly) several usability features either being incomplete or completely missing, which results in abysmal usability. There may be a few brave souls who venture forth and try to use scene editing, but they do that at their own peril. I do not consider the 3D scene editing functions ready for practical use. Therefore IMO moving this feature to 0.46 has little impact and thus it is not very important for 0.45.

Still, I have tested the fix now and it seems to work. If we end up having a second round of RC builds and people really want this feature in (200 issues an all), I won't veto it.
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Atahualpa
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Re: OpenMW 0.45.0

Post by Atahualpa »

FYI: The release commentaries are nowhere near finished, so take your time...
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jvoisin
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Re: OpenMW 0.45.0

Post by jvoisin »

@akortunov it would be nice to suggest to the recastnavigation people to use coverity in their CI; since apparently coverity has some complains about it :P
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akortunov
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Re: OpenMW 0.45.0

Post by akortunov »

ap0 wrote: 10 Nov 2018, 00:59 @akortunov it would be nice to suggest to the recastnavigation people to use coverity in their CI; since apparently coverity has some complains about it :P
They already use it.
Last edited by akortunov on 12 Nov 2018, 11:54, edited 1 time in total.
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