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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psi29a
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Re: OpenMW 0.45.0

Post by psi29a »

Merged: https://github.com/OpenMW/openmw/pull/2029

Want me to back-port to 0.45? Then we have 200 issues :)
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akortunov
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Re: OpenMW 0.45.0

Post by akortunov »

psi29a wrote: 12 Nov 2018, 11:45 Merged: https://github.com/OpenMW/openmw/pull/2029

Want me to back-port to 0.45? Then we have 200 issues :)
Since there are no RC builds for Linux and MacOS yet, I suggest to backport this fix and update Windows builds.
Also there was a request to update OpenAL-soft version in Windows builds to 1.18 to avoid bug with underwater sounds.
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Re: OpenMW 0.45.0

Post by akortunov »

And what's up with Coverity Scan? Can the issue be because of excluded Recast Navigation?
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Re: OpenMW 0.45.0

Post by psi29a »

I'm not sure what's up there... I'm going try again now that I'm back.

Backporting now... New RCs please.
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Re: OpenMW 0.45.0

Post by psi29a »

coverity scan now takes forever on travis (combination of gcc8 and openmw's size).

I'm going to manually do this and upload my results. If that works, then I'll have to re-think how to trigger coverity builds.
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Re: OpenMW 0.45.0

Post by psi29a »

Good news and bad news.

Good news:
* Finally managed to get a full build over to Coverity, you can check it out:
https://scan.coverity.com/projects/open ... b=overview

Bad news:
* Latest changes to the coverity tool and our own code has pushed us over the build time limit of 50m. The build, of just openmw, completes at 45 minutes but it takes longer than 5 minutes to upload the result to Coverity which is why we haven't had a successful upload.

Ugly news:
* While 7 old issues were eliminated, 69 new ones have cropped up.
* 5 new issues are marked as 'high', 3 of which is related to our own code and 2 with /extern/recastnavigation itself.

8-)
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akortunov
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Re: OpenMW 0.45.0

Post by akortunov »

psi29a wrote: 13 Nov 2018, 17:12 Ugly news:
* While 7 old issues were eliminated, 69 new ones have cropped up.
* 5 new issues are marked as 'high', 3 of which is related to our own code and 2 with /extern/recastnavigation itself.
Another good news:
1. Most of these 69 issues come from autogenerated moc files (code duplication, we just did not scan moc files earlier) and from recast navigation itself.
2. Also there are some issues with editor, since previously we scanned only game itself (probably that's why we did not hit the 50 min tilme limit).
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Re: OpenMW 0.45.0

Post by akortunov »

Also I have a guess why filtering does not work:
2. *moc_*.cxx supposed to work with files with .cxx resolution, but now we get (also?) mocs with .cpp resolution.
1. Path /extern/recastnavigation/.* is absolute, but the real path is the /home/psi29a/openmw/extern/recastnavigation/.*
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Re: OpenMW 0.45.0

Post by psi29a »

akortunov wrote: 13 Nov 2018, 17:52 1. Most of these 69 issues come from autogenerated moc files (code duplication, we just did not scan moc files earlier) and from recast navigation itself.
I'm trying to see if we can exclude those, wondering why they got included as nothing has changed there.
akortunov wrote: 13 Nov 2018, 17:52 2. Also there are some issues with editor, since previously we scanned only game itself (probably that's why we did not hit the 50 min tilme limit).
No, that isn't true. Only openmw was being built for coverity on Travis. OpenMW itself has always been 'on the edge', but with recent additions to our code we've hit the timeout. Adding openmw-cs, launcher, importers, etc. would have pushed it up to 2 hours otherwise (only 2 CPUs).

What I uploaded was the almost everything because I was building it locally with coverity.
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Re: OpenMW 0.45.0

Post by Ace (SWE) »

Have some new Windows RCs then, as well as with updated OpenAL-soft to 1.19.1

32-bit
64-bit
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