
I have been digging deep in the bugtracker the last week and got down and fixed some long standing bugs. I also reassigned some and requested feedback for other bugs. Could you please check whats all assigned to you and respond?
Also, with an effort of the whole team, we could get the bug count again as low as we haven't reached it since three years! Here, I made a little graphic... :-)

Attachment: graph.png (27k)


Requesting your contributions! :-)
Attachment: delta.png (9k)


On another note, you've got as many bugs assigned to you like nobody else. I reckon they are all connected to the new controls and hud but I haven't seen you working on it anymore in the last months. What is the status on that? Do you need help from the communit / the other developers to finish your project?

I am very happy to see that someone is willing to put so much effort into making OpenClonk better! Especially when it comes to the things that noone else wants to do because they are either very small and involve a lot of annoying testing or when they come along with cleaning up a lot of other stuff in order to fix.
With my posting I was hinting at this and that bug, because with the last things I did, I actually was creating more bugs for you instead of fixing existing ones!
The bugs assigned to me are mostly control things or things related to other stuff in the Controls branch. Some are fixed or non-issues with all the changes there and just need to be confirmed as such and some will be fixed along the way of other things that change (or are assigned as a reminder what to pay attention to and what issues we had with the old control system).
In the last time I worked on the particle stuff instead of the controls because at some point I had the impression that there was a small team motivated and willing to improve the aesthethics of OpenClonk and therefore serving them a better-functioning particle engine would give the best pay-off for the work I could spend on OpenClonk (because it would either motivate them a bit or just surf along on their motivation and result in a more beautiful and juicy game).
I did not give up on the control stuff, of course. Especially since there already has gone so much work into that, that giving up on the home stretch would be pretty stupid.
Since I will probably have to change how some things are handled internally (see comments here) I would be happy if someone would help with the scripting part (which mainly equals creating the new interaction-menu) once I continue working on the menus. I can understand however if noone wants to do that - I'd continue that afterwards then :)

The new interaction menu would need to be rescripted completely (as it is not synchronized)?

Currently the main framework is implemented as well as the inventory menu. The framework should support different menus below each other (untested!). So, for example, the foundry would have the inventory menu in the upper half of the screen and the production menu below that.
This still needs a lot of work to finish, of course, but the general direction should already be present.
(Screenshot of the inventory menu here)
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