Re: [warzone2100-dev] Plan proposal

2011-04-27 Thread Kreuvf
26.04.2011 22:10, Christian Ohm wrote: I'd like to see a move towards a process that doesn't result in countless started things that need to be finished before we can even begin to think about a release. But isn't this one of the inherent problems of FLOSS development? Regards - Kreuvf

Re: [warzone2100-dev] Plan proposal

2011-04-27 Thread Christian Ohm
On Wednesday, 27 April 2011 at 9:53, Kreuvf wrote: 26.04.2011 22:10, Christian Ohm wrote: I'd like to see a move towards a process that doesn't result in countless started things that need to be finished before we can even begin to think about a release. But isn't this one of the

Re: [warzone2100-dev] Plan proposal

2011-04-27 Thread Fastdeath
On 2011-04-24 12:43, Christian Ohm wrote: 0. New features are developed in feature branches. Bugfixes to a specific feature go into the feature branch as well, even after it got merged. (Generally, merges go only in one direction, no back-merges from master into other branches.) 1. Merge

Re: [warzone2100-dev] Plan proposal

2011-04-27 Thread Christian Ohm
On Wednesday, 27 April 2011 at 20:54, Fastdeath wrote: What I do not quite understand: (Generally, merges go only in one direction, no back-merges from master into other branches.) that means we are not allowed to back merge branch unrelated bugfixes? That means that you don't

Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread Christian Ohm
On Sunday, 24 April 2011 at 21:28, Daniel Kliman wrote: It sounds like the development model described in http://nvie.com/posts/a-successful-git-branching-model/ Mostly it is influenced by the Linux kernel development process (arguably the group of users most familiar with git). Is that what

Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread Christian Ohm
On Sunday, 24 April 2011 at 18:55, Per Inge Mathisen wrote: On Sun, Apr 24, 2011 at 12:43 PM, Christian Ohm chr@gmx.net wrote: I've wondered if the concept of stable release is actually useful for us. It is useful for users. Hm, that was supposed to read stable release branch. We bare can

Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread dak180
On Apr 26, 2011, at 4:10 PM, Christian Ohm wrote: On Sunday, 24 April 2011 at 21:28, dak180 wrote: It sounds like the development model described in http://nvie.com/posts/a-successful-git-branching-model/ Mostly it is influenced by the Linux kernel development process (arguably the group

Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread Christian Ohm
On Tuesday, 26 April 2011 at 16:31, dak180 wrote: I have yet to see a clear illustration of how the kernel development is managed can you point to what you would consider to be the best such? http://en.wikipedia.org/wiki/Linux_kernel#Development_model for a summary,

Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread Per Inge Mathisen
On Tue, Apr 26, 2011 at 10:24 PM, Christian Ohm chr@gmx.net wrote: I think the feature branches model is our best bet to achieve that. master won't ever have unfinished stuff delaying a release, and features can be developed in a branch as fast or slow as wanted without delaying a release.

Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread Christian Ohm
On Tuesday, 26 April 2011 at 23:05, Per Inge Mathisen wrote: I still remember lua branch, qt branch, netsync branch, and terrain branch that festered like bad wounds while we struggled with lack of testing and little idea what to do with them until they were merged more or less untested (less

Re: [warzone2100-dev] Plan proposal

2011-04-25 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 10:04 AM, Per Inge Mathisen per.mathi...@gmail.com wrote:  * We merge Qt branch into master immediately. The commit message may not have looked like much, but the merge has now been done. - Per ___ Warzone-dev mailing list

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Kreuvf
24.04.2011 10:04, Per Inge Mathisen wrote: * The new map renderer should use shaders, but not require as much hardware as the current. Consider this statement ironical? Only if you have made a habit out of thinking that poor drivers mean weak hardware. But lots of recent weak/cheap hardware

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Christian Ohm
On Sunday, 24 April 2011 at 10:04, Per Inge Mathisen wrote: This will have some consequences, like not being able to aim for a stable release from master in a while, I've wondered if the concept of stable release is actually useful for us. Looking at 2.3, it seems to languish mostly, while

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Safety0ff
On 24/04/11 08:04 AM, Per Inge Mathisen wrote: * We need a way for users to convert old maps to the new format. I will write a command-line app to do it, and Fastdeath has offered to set up a php service for it, using that app. * Once a new map format is ready, we can start experimenting

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 2:13 PM, Safety0ff safety0ff@gmail.com wrote: Last time I checked, for Qt widgets to work properly on all platforms with Opengl we need to use a qgraphicsview and a qglwidget subclass, and set the glwidget as the background for the graphics view (like this:

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 12:43 PM, Christian Ohm chr@gmx.net wrote: I've wondered if the concept of stable release is actually useful for us. It is useful for users. We should definitely aim for quicker releases later on. Not really sure how to do this. I think this is mostly dictated by

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread buginator
On 4/24/11, Kreuvf kre...@warzone2100.de wrote: One thing is missing: a map editor. A new map format is of little value without an appropriate map editor or in other words: people need to be able to switch to the new format. The only map editor that we have anyone maintaining is flaME. So we

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread dak180
On Apr 24, 2011, at 3:19 PM, buginator wrote: One thing is missing: a map editor. A new map format is of little value without an appropriate map editor or in other words: people need to be able to switch to the new format. The only map editor that we have anyone maintaining is flaME.

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread buginator
On 4/24/11, Christian Ohm chr@gmx.net wrote: On Sunday, 24 April 2011 at 10:04, Per Inge Mathisen wrote: This will have some consequences, like not being able to aim for a stable release from master in a while, I've wondered if the concept of stable release is actually useful for us.

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Safety0ff
On 24/04/11 07:34 PM, dak180 wrote: While it might be the only one currently maintained there is also: https://github.com/dak180/WZME If someone wants to resurrect it. Unless you just want the UI layout, I wouldn't waste my time on it. ___

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Daniel Kliman
On Apr 24, 2011, at 6:43 AM, Christian Ohm wrote: I've wondered if the concept of stable release is actually useful for us. Looking at 2.3, it seems to languish mostly, while people work on new stuff. So, proposal for a more git-like workflow: -1. Get master into a reasonably stable

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread dak180
On Apr 24, 2011, at 3:40 PM, buginator wrote: * We merge Qt branch into master immediately. No objections from me. Right, that is mostly what we do, or have done in the past, is it not ? The issue(s) are that we have no good way to test things, and things slip through the cracks.

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread dak180
On Apr 24, 2011, at 6:43 AM, Christian Ohm wrote: I've wondered if the concept of stable release is actually useful for us. Looking at 2.3, it seems to languish mostly, while people work on new stuff. So, proposal for a more git-like workflow: -1. Get master into a reasonably stable