Release Checklist

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Revision as of 17:16, 7 June 2017 by Vadi (talk | contribs)
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Mudlet release checklist

  1. ☐ ensure windows, mac, linux generic installers and the ubuntu ppa are good to go
  2. ☐ go through every single commit and ensure all new functionality is documented
  3. ☐ update http://www.mudlet.org/geyser/files/index.html (need to document how to upload)
  4. ☐ update built-in packages and scripts
  5. ☐ go through every single commit and write up a newspost with the latest highlights
  6. ☐ update src.pro and CMakeLists.txt to new version and strip out BUILD to be empty in development branch
  7. ☐ tag in git (release process starts here)
  8. ☐ merge latest development to master branch
  9. ☐ make windows installer
  10. ☐ make linux installers
  11. ☐ update Ubuntu PPA
  12. ☐ reset BUILD in development branch to be -dev
  13. ☐ post news on mudlet.org
  14. ☐ post news to https://launchpad.net/mudlet
  15. ☐ make a proper github release
  16. ☐ post thread on forums.mudlet.org
  17. ☐ post update on achaea, lusternia, imperian, dsl-mud.org, mudconnect.com, topmudsites.com forums, softpedia
  18. ☐ post update on twitter, reddit, http://arkadia.rpg.pl, torilmud
  19. ☐ update Linux distro maintainers, flag package outdated on arch (release process ends here)

Post 3.0 checklist

  1. ☑ merge release_30 into development and remove the branch (see https://github.com/Mudlet/Mudlet/pull/367 for some period discussion): http://wiki.mudlet.org/w/The_Merge
  2. ☑ migrate the project from launchpad.net to github.com (help wanted)
  3. ☑ merge release_31 into development and remove the branch: http://wiki.mudlet.org/w/The_Merge
  4. ☑ move vadi2/mudlet-lua into main tree (https://github.com/Mudlet/Mudlet/pull/832)
  5. apply clang-format to all files
  6. enforce clang-format on commit & pr acceptance
  7. upgrade mudlet.org linode image (help wanted)
  8. in general, 4.0 is about i18n support - but as always, feel free to work on whatever interests you
  9. (From SlySven): unify exit "directions" into single QPair<quint8,QString> item {Existing DirCodeNumber + 13 for special exits, QString() for normal/QString("special exit name") for special exits} - makes it possible to streamline TRoom class and helps for I18n as we can drop NLS {Native Language Support} strings in for directions 1-12 if needed...!
  10. (From SlySven): Revamp 2D mapper:
    • use "stub" out to 0.5x inter-room distance for all actual orthogonal/diagonal exits and draw exit lines from end of there to corresponding opposite exit in destination room (if present)/reverse exit in destination room (otherwise)/center of exit room (fallback). Choosing to call this "Z" exits to reflect east exit from one room going to west exit in second room where the first room is north of the second.
    • add drawing support for doors on stub exits/custom lines
    • add stub special exits (for those odd exits which you do no yet know where they go) together with room indications for (at least) one of such things being present and also indication of a special exit without a custom exit line representation (again to show presence of such a thing).
  11. (From SlySven): Revamp 3D mapper:
    • port away from deprecated QGLWidget usage (it'll cause us less issues on mac too)
    • rewrite code to use modern (indirect) OpenGL 3.0+ - would be needed to port to OpenGLES (e.g. Raspberry Pi) platforms anyway.
    • generally clean up the 3D paintGL() code - it is rather messy at present with redundant/ineffective calls.

Individual contributor TODOs

https://gist.github.com/keneanung/0d8def8454c912f28842d3749ad65f00 https://gist.github.com/vadi2/1fb249c48dead71b9641f840622e8495