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Alpha 7 release prep and QA #2766
We should be able to do an Alpha 7 release soon including all the goodies from GCI.
This issue is meant as a focal point for release preparation efforts.
Also should we include the overhaul of effects? @xrtariq2594? Seems to involve:
Some of those are quite a few commits behind their matching master branch though.
A few more issues from earlier are listed at http://forum.terasology.org/threads/google-code-in-2016-done.1634/#post-14394
We have these now! Any volunteers to help execute them as part of testing?
Might also be good to work on some release notes on what's new, especially outside the engine. Although with everything from GCI including ... yikes that'd be a big list. I've tried to keep track in Trello on occasion but it might be worth tracking in a release prep issue like this one
Yep, that's a known issue. I tried resolving that in some personal repos, but no luck. The files in question involved are: CraftingStationWindow.java, CraftingStationWindowSystem.java, and CraftingStationUpgraded.java.
What happens on the client end is that once the event is sent to the server to upgrade the workstation, the old NUI workstation window is destroyed. On the server side, it's alright as it's auto-closed and updated correctly upon the event. On the client side, it now refers to a non-existent or NULL NUI window, and thus crashes.
I tried doing the following in the CraftingStationWindowSystem:
But that method never receives the event, and thus, cannot update the window reference. I tried making CraftingStationUpgraded a BroadcastEvent, but that didn't work either the last time.
Another useful play test today and thanks to @nihal111 we got the one outstanding blocker fixed!
Talked to @xrtariq2594 about NeoTTA and will probably hold on just a bit with merging the new effects system if I'm able to build the Alpha 7 release tomorrow. Omega 681 is on the event server now as a potential release candidate.
Talked to @emanuele3d about some best practices for artwork as the apple tree leaf blocks look a little odd now as they have transparent bits yet only the outermost textures render (all internal ones occlude, although the backside still renders due to the blocks set to double sided)
Suggestion from there we should probably add to a sort of best practices for artwork and outstanding work:
I also encountered a weird crash I haven't hit before, but I wonder if it might be too rare to worry about. A music piece ended, and boom:
Unsure if I should submit that as a separate issue, especially if it came from OpenAL
This was referenced
May 8, 2017
Sorry for the belated reply @skaldarnar :D
I wanted to close this out by pushing forward any remaining issues to somewhere appropriate. I just submitted a similar issue for Alpha 8. We probably just need to create some follow-up issues here and there, much like we should after doing a play test and reviewing an associated project board.
Won't have time tonight but am beginning to like the extra bit of "glue" we can get with these issues and play tests. Easier to connect the dots and spot the repeat offender issues we hit :)