[Ohrrpgce] Quarterly Stable Releases?
teeemcee at gmail.com
Thu Jul 13 17:55:44 PDT 2017
On 14 July 2017 at 02:15, James Paige <Bob at hamsterrepublic.com> wrote:
> I agree that potential backcompat problems also belongs in the category of
> Lets work for a 3-month release schedule. i won't fix it to specific
> months, I'll just set up reminders for the next one 3 months after each
> time we actually do a release.
Sounds agreeable, and hopefully we'll have better discipline than we've had
for the last decade!
> I would like to still aim for an RC in the first week of August, if
I'll be in Australia for two weeks from August 7th, and though I'll take my
netbook it would be better if the RC were earlier rather than later.
> I am not worried about finishing the hero mouse controls before
> Dwimmercrafty. I don't expect them to be ready to move out of the spam menu
> by then, but I don't feel the need to disable them any further either.
> I actually feel pretty good about NPC pathfinding right now. Good enough
> to remove the "EXPERIMENTAL" from the menu caption in the NPC editor. Are
> there any other aspects of it you would like to see me clean up before
> dwimmercrafty, especially in the avoiding-backcompat-problems department?
Hero pathfinding isn't any problem. I was just concerned about finalising
how NPC pathfinding works, in particular the treatment of other NPCs as
obstacles. You added NPCInst.stillticks but it's used only for
pathfindnpcto/npcchasesnpc's stop after still ticks. I thought the idea was
to also use it to set the penalty for pathing through that NPC.
Also, the npc_ccache is populated by placing each NPC at the nearest tile,
which is different from how collision checking actually works (which is to
add x/ygo to get the tile being moved to), and I wonder whether that
Also, there were one or two more optimisations I wanted to make (though I'm
mostly done with that). Unfortunately anything that changes tile breaking
or max-search handling even slightly is a potential change to behaviour in
> I know vehicle pathfinding and pushing-npcs still need work, but those are
> both hero-pathfinding issues, not NPC pathfinding issues.
> On Wed, Jul 12, 2017 at 10:35 PM, Ralph Versteegen <teeemcee at gmail.com>
>> I trust you saw my reply on SS already.
>> My two comments were that first, I'm not sure about a strict schedule,
>> and second that we should also hold up releases for anything that could
>> cause backcompat problems. Although as you say, we're generally good about
>> keeping unfinished features disabled or out of sight. For example right now
>> I would refuse a release until pathfinding is better nailed down.
>> Also, doing release candidates is a good. So the actual release date is
>> whenever the RC is ready.
>> Although we've been really active the last 7 months or so, we have
>> sometimes gone couple month without doing any substantial work on the
>> engine. Sometimes no commits for over a month. At our current activity
>> level a 3 month release cycle could even be too long, while other times
>> there wouldn't anything to release.
>> Lets take a look..
>> And what if we want to release in less than 3 months after the last
>> release? Sometimes we might want to release while things are stable, before
>> starting on something destabilising.
>> I was hoping that we would release Dwimmercrafty this month, but actually
>> with only two weeks left even a RC at the end of the month may be unlikely.
>> I don't remember if we've ever set a schedule for a release "X months
>> from now" rather than just near-term ones like "2 weeks from now". I think
>> being able to see from months away when we want the next release to occur
>> will be very helpful, and that we can manage to stick to it.
>> On 13 July 2017 at 06:40, James Paige <Bob at hamsterrepublic.com> wrote:
>>> I mentioned this once already in a thread on on slimesalad, but I
>>> thought this might be a better place to discuss the idea.
>>> I was thinking we should switch to a quarterly stable release schedule,
>>> rather than a whenever-we-feel-everything-im
>>> portant-that-we-wanted-to-add-has-been-finished schedule.
>>> We could do an August/November/February/May rotation, where I would
>>> branch and upload the stable release some day on the first full week of
>>> each of those months.
>>> I can set up a calendar alert that goes to this mailing list to warn us
>>> when the next release is 1 and 2 weeks away, so we have time to wrap up
>>> last minute stuff.
>>> The only things that would block a release would be critical or
>>> datalossy bugs, or other substantial problems that would make a new stable
>>> release measurably less stable than the previous one.
>>> Half finished features would not be an excuse to delay a release,
>>> because honestly, this whole program is a big beautiful muddy wad of
>>> half-finished features, and it always has been and it always will be, and I
>>> wouldn't have it any other way ;)
>>> I think we have actually been doing a pretty good job of keeping the
>>> nightly wip versions safe and stable, keeping the unfinished stuff more or
>>> less comfined to the "spam" menu, so I think this change is pretty low-risk.
>>> Ohrrpgce mailing list
>>> ohrrpgce at lists.motherhamster.org
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