
Ideally, a message consists of a short summary which helps with finding a particular commit and a longer explanation which explains why somebody bothered doing the commit. Often, the commit message is the only explanation for a particular line of code that will be available later. Obviously, a lot of short commits are self-explanatory, because they fix an apparent bug, but a lot of short commits change something that reasonable people can have different opinions on. And longer commits almost always have a complex reason. I'd like to encourage everyone to supply the reason for the commit after the initial summary line.
I also propose that we start labeling every commit with a short area indicator followed by a colon (:). I prefix commits changing the script engine with Script:, and there are multiple commits which have a scenario name at the beginning. Also established are the names of the operating systems for changes only affecting a particular platform. If a particular commit doesn't have an apparent specific area, I propose we start using Engine:, Game: (or perhaps Planet: for nostalgia's sake?), Docs:, Masterserver:, Installer: or CMake: depending on which directory has the main changes. If the commit touches only one of the other files in the top level, that filename can be used. I think this will make writing immediately obvious commit messages easier. If a commit message is obvious without this, we can keep skipping a prefix, but that requires judgement to determine, which is work.

Well, speaking as someone that is using the revision RSS feed to keep a rough overview of what's happening, having to look at the file list wouldn't really be that convenient. Not sure this is worth having a big discussion over, but I guess I'll prefix my commits in future.

I mean: A random player would probably not want to know that Sven just fixed OpenGL drawing for new contexts and stuff like that ;)
(aka "Make prefix for players or add signs to differ in the relevance for the player")
Since I like to look at it, I'd like to suggest some tags like [fix] [add] [change] [remove], perhaps colored.
Also, that area indicator idea is very good imho.
It'd be good to see something like [add] Script:new function - xyz(a,b,c), returns a*b/(c+100).
Anyway! I like that idea.
Also, that area indicator idea is very good imho.
It'd be good to see something like [add] Script:new function - xyz(a,b,c), returns a*b/(c+100).
Anyway! I like that idea.



..should we maybe start doing that in the changelog then?

What we _could_ do is do the labeling and only pick those changes labeled bugfix for the stable branch. But that wasn't very popular when I last suggested that.

>For what purpose?
Just so that Newton (or someone else) does not have to do it manually every time.


"Is the update big enough to make the game excitingly new again?"
"Which scenarios can I play to see the changes?"
"Which scenarios should I play because they are now better or new?"
"Is the bug that annoyed me gone?"
These can all be answered by a changelog, but do not need to be. The second and third questions are probably worth answering directly. The first one probably only in the negative ("this is a minor bugfix release"), as we of course always think that the game is exciting ;-) I'm not sure whether the last one is worth spending effort on, as it's very subjective. A simple link to the log or shortlog of the repository web interface would also give more of a "look behind the scenes".
I probably should have told you about the draft blog entry I wrote. It would have needed some completion by someone knowing whether other scnearios were notably updated and was obviously written before the windows update problem was noticed.
Anyway, thanks for working on this.

>I probably should have told you about the draft blog entry I wrote. It would have needed some completion by someone knowing whether other scnearios were notably updated and was obviously written before the windows update problem was noticed.
Oops, didn't notice it.
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