This is quite annoying for the tutorials: http://bugs.openclonk.org/view.php?id=1537
The tutorials could use some testing (and then a translation). I am done with 1-4, 7 & 8.
I hope to finish 5 & 6 before the 7.1 bugfix release.
I hope to finish 5 & 6 before the 7.1 bugfix release.

>0001536: Disable Gamepad Controls
As far as I remember, gamepad controls were NOT broken during version 2 or 3 - where we had the ring menu (I do not mean the circle menu) to access inventory. After that, they were always broken to an extend because it was impossible to control inventory.



0001575: OS X: Mouse wheel always zooms
0001574: OS X: Cannot pick up objects with Shift
Release blockers! :(
Not so release blocking:
0001573: OS X: Can't select font type
Is anyone looking at these? If not I might give it a try, but I really don't want to maintain OS X support for OC in the long term.


I will assemble a changes list and then we can release!

- 0001529: [Engine] Disable splitscreen - new.
- 0001536: [Engine - Controls] Disable Gamepad Controls - new.
Those sound like a major annoyance to a player but like a trivial fix.

But if anyone says these are quick and easy and safe, be my guest.
No one has tested tutorial 5, besides me. So please at least play through it.
German translations for most tutorials are missing still, thanks to Zapper we have the first two.
German translations for most tutorials are missing still, thanks to Zapper we have the first two.
For me German translations are not release blocking. Testing the tutorial should be 5 minutes and something explaining melee was still missing so important to add.

Well, this was an open issue for a long time, because I am not going to spend my time translating them (I'd take 10x the amount of time a native speaker would).



Fixed the issues mentioned above. Did anyone of you guys manage to finish it without a respawn?

There are still two things that bugged me while playing;
First the invisible wall until you destroy the straw men. Nobody likes invisible walls. The player should not be forced to test the axe if he doesn't want to in my opinion.
Secondly, the NPCs go trough the same initial dialogue again and again, they should have some kind of idle dialogue. Also, the hungry guy keeps giving you clubs if you provide him enough mushrooms.


After this and the power library bug, we are good to release. Except there's still something left that someone didn't mention.

Both have been fixed and are at 100%. I would be available on Friday evening for releasing.
Making an RC4 sounds good to do some more testing with.
Making an RC4 sounds good to do some more testing with.

Releasing from stable without another RC, I'm a bit afraid of merge errors.
Why would there be merge errors? It might be good to merge as soon as possible and we can do an RC4 and test that, but I don't see an absolute need.

master
into stable
and then revert-opengl-2.1
into stable
anyway?I think that merge process justifies a new release candidate by itself.

It can only be reverted once someone implemented full ogl3 support for mac. So I think stable should be identical to master except for the merge order of that commit.
> It can only be reverted once someone implemented full ogl3 support for mac.
I did that, but kept it back until after the release because it's a fairly big change with potential for regressions. That's why I wanted revert-opengl-2.1 only be merged into stable-7.0, but not master. Doesn't matter much, though -- I'll just revert the revert :)

Actually I tried to cherry-pick your commit first, but it didn't apply because it didn't have the context. I needed the fix because the GLEW_* check didn't work anymore when I enabled the core profile, and this broke the landscape rendering. So we'll probably have a conflict when merging the two branches but it should be easy enough to resolve.

src/landscape/C4Particles.cpp:1272:31: error: no ‘void C4ParticleSystem::DoInit()’ member function declared in class ‘C4ParticleSystem’
void C4ParticleSystem::DoInit() {}
^
src/landscape/C4Particles.cpp: In member function ‘void C4ParticleSystem::Clear()’:
src/landscape/C4Particles.cpp:1449:6: error: ‘ibo’ was not declared in this scope
if (ibo != 0) glDeleteBuffers(1, &ibo);
^
src/landscape/C4Particles.cpp:1449:39: error: ‘glDeleteBuffers’ was not declared in this scope
if (ibo != 0) glDeleteBuffers(1, &ibo);
^
src/landscape/C4Particles.cpp:1450:2: error: ‘ibo’ was not declared in this scope
ibo = 0; ibo_size = 0;
^
src/landscape/C4Particles.cpp:1450:11: error: ‘ibo_size’ was not declared in this scope
ibo = 0; ibo_size = 0;
^
I've pushed my rebased commit to https://git.openclonk.org/guenther/experimental.git/shortlog/refs/heads/core-profile , in case you want to carry it in your branch. It at least doesn't introduce any new build failures ;-)
The epoxy change probably needs to be modified to support both epoxy and GLEW. The main motivation was that epoxy hasn't broken ABI, unlike GLEW, but it also hasn't had any new commits for half a year in its original repository, with two active forks. Until that gets resolved its probably not a good idea to rely on it.
Thanks, I fixed the build failure.
Too bad, I'd love to get rid of GLEW. It doesn't seem to do well with OpenGL version 3 and later. One needs to set an obscure
> The epoxy change probably needs to be modified to support both epoxy and GLEW.
Too bad, I'd love to get rid of GLEW. It doesn't seem to do well with OpenGL version 3 and later. One needs to set an obscure
glewExperimental = GL_TRUE
flag so that it initializes the vertex array functions. And apparently one has to do that since years already, so there cannot be much maintenance going on there either...

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