OpenMW 0.46.0

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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raevol
Posts: 3088
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Location: Caldera

Re: OpenMW 0.46.0

Post by raevol » 22 Nov 2019, 18:10

Current pre-RC checklist courtesy of Capo:
  1. AON3's seal of approval on OSGoS revision
  2. Add a uniform for meshes that are really supposed to be transparent to fix tattered shadows
  3. Review elsid's crash fix (?)
  4. Fix the terrain performance issue bzzt pointed out, either in a smart way or just merge his fix, maybe do the latter first and the former later (after the release is branched)
  5. Proceed on build/clang-tidy warning fixes
  6. And release videos. They should be in an "almost ready" state when the RC phase starts

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akortunov
Posts: 755
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Location: Samara, Russian Federation

Re: OpenMW 0.46.0

Post by akortunov » 26 Nov 2019, 10:47

raevol wrote:
22 Nov 2019, 18:10
Current pre-RC checklist courtesy of Capo:
  1. AON3's seal of approval on OSGoS revision
  2. Add a uniform for meshes that are really supposed to be transparent to fix tattered shadows
  3. Review elsid's crash fix (?)
  4. Fix the terrain performance issue bzzt pointed out, either in a smart way or just merge his fix, maybe do the latter first and the former later (after the release is branched)
  5. Proceed on build/clang-tidy warning fixes
  6. And release videos. They should be in an "almost ready" state when the RC phase starts
And 1-4 is for AnyOldName3.

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Capostrophic
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Re: OpenMW 0.46.0

Post by Capostrophic » 26 Nov 2019, 19:03

We can probably reasonably resolve 2 and 4 on our own with some effort but it may not really be sufficient (or enough). So yeah, turning AnyOldName3 into a "bottleneck" was too predictable. :|
But who knows, maybe the videos will take longer.

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AnyOldName3
Posts: 1901
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.46.0

Post by AnyOldName3 » 26 Nov 2019, 21:36

I'm already doing 2
AnyOldName3, Master of Shadows

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easygamer82
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Re: OpenMW 0.46.0

Post by easygamer82 » 12 Dec 2019, 13:07

Hi all,

With Christmas and the New Year fast approaching, is it possible that 0.46 will be released before the Holiday Season? Or, is it more feasible for it to come out in the New Year?

Still, no rush. Take your time. It's not like my pile of shame is becoming any smaller. :mrgreen:

Thank you and keep up the great work. 8-)
One cool dude...Or so they say. 8-)

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Capostrophic
Posts: 764
Joined: 22 Feb 2016, 20:32

Re: OpenMW 0.46.0

Post by Capostrophic » 12 Dec 2019, 17:43

Weekly reminder for someone with Wordpress access to fix this.

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AnyOldName3
Posts: 1901
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.46.0

Post by AnyOldName3 » 12 Dec 2019, 22:35

Who knows who has access?
AnyOldName3, Master of Shadows

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ap0
Posts: 290
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Re: OpenMW 0.46.0

Post by ap0 » 14 Dec 2019, 10:28

I have access, but not enough privileges :/

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psi29a
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Re: OpenMW 0.46.0

Post by psi29a » 17 Dec 2019, 23:47

Updated...

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akortunov
Posts: 755
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: OpenMW 0.46.0

Post by akortunov » 20 Dec 2019, 12:19

raevol wrote:
22 Nov 2019, 18:10
  1. AON3's seal of approval on OSGoS revision
  2. Add a uniform for meshes that are really supposed to be transparent to fix tattered shadows
  3. Review elsid's crash fix (?)
  4. Fix the terrain performance issue bzzt pointed out, either in a smart way or just merge his fix, maybe do the latter first and the former later (after the release is branched)
  5. Proceed on build/clang-tidy warning fixes
  6. And release videos. They should be in an "almost ready" state when the RC phase starts
What's up with 1, 2 and 6?

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