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.
User avatar
raevol
Posts: 3088
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.46.0

Post by raevol » 27 Apr 2020, 22:47

Capostrophic wrote:
27 Apr 2020, 11:25
It hasn't really been proofread by anyone, and I'd rather let raevol handle the rest regarding it.
Sounds good. I've copy/pasted your changelog into a gist here: https://gist.github.com/mickeylyle/7f62 ... 3497365a49

User avatar
jedd
Posts: 28
Joined: 31 Aug 2012, 12:05

Re: OpenMW 0.46.0

Post by jedd » 28 Apr 2020, 17:36

Hey guys,

Just wanted to say I'm really looking forward to 0.46. Both the build and the companion videos!
Good luck with the RCs :)

P.S. cool to see my forum theme is still being used :lol:

User avatar
raevol
Posts: 3088
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.46.0

Post by raevol » 29 Apr 2020, 17:36

jedd wrote:
28 Apr 2020, 17:36
P.S. cool to see my forum theme is still being used :lol:
Cheers! :D

User avatar
Capostrophic
Posts: 766
Joined: 22 Feb 2016, 20:32

Re: OpenMW 0.46.0

Post by Capostrophic » 30 Apr 2020, 14:18

Status update:
Malformed TGA transparency fix has been merged to upstream 3.6.x and cherry-picked into OSGoS 3.4 branch so there no longer should be problems with Graphic Herbalism in builds that use the updated OSGoS.
Shadow alpha testing fix needs some final... testing.
Managed to fix particle emitter handling in Morrowind Optimization Patch, that should not be a concern anymore.
A bunch of regression fixes were merged (one incorrect fix of mine has been reverted), three are currently up.
raevol, please remove the "serious design flaw..." known issue and #5300 entry from the WIP announcement.

I think if everything goes well we may be on the road to early May RC2 phase and a mid-to-late May release. And now I jinxed it.

User avatar
raevol
Posts: 3088
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.46.0

Post by raevol » 30 Apr 2020, 17:11

Capostrophic wrote:
30 Apr 2020, 14:18
raevol, please remove the "serious design flaw..." known issue and #5300 entry from the WIP announcement.
Does this look right? https://gist.github.com/mickeylyle/7f62 ... /revisions

User avatar
Ace (SWE)
Posts: 849
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.46.0

Post by Ace (SWE) » 30 Apr 2020, 18:16

I'll start compiling up new OSG packages for the Windows builds, I'm going to have to drop Visual Studio 2013 support though for the CI scripts.

User avatar
Capostrophic
Posts: 766
Joined: 22 Feb 2016, 20:32

Re: OpenMW 0.46.0

Post by Capostrophic » 30 Apr 2020, 20:19

@raevol yes

User avatar
AnyOldName3
Posts: 1928
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.46.0

Post by AnyOldName3 » 01 May 2020, 18:37

I thought we'd already dropped VS 2013 support. We use C++14.
AnyOldName3, Master of Shadows

User avatar
AnyOldName3
Posts: 1928
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.46.0

Post by AnyOldName3 » 01 May 2020, 18:43

If we're changing things with the CI OSG, it would be nice to have Debug and RelWithDebInfo OSG with PDBs provided instead of Release. Modernish CMake versions are capable of seeing a debug and optimised version of OSG at the same time and will use the appropriate ones for different build configurations.
AnyOldName3, Master of Shadows

User avatar
psi29a
Posts: 4915
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.46.0

Post by psi29a » 08 May 2020, 22:35

Call for another round of RCs please.

Post Reply