0.4.10 release

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Vezzra
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Re: 0.4.10 release

#31 Post by Vezzra » Thu May 21, 2020 2:02 pm

Ophiuchus wrote:
Tue May 19, 2020 9:24 am
Can we have some time-constrained polishing phases when we do the next release?
I think such a strict schedule/plan can only work with a more, let's say, "disciplined" team. The FO dev team is a more "loosely" organized group. While there are some general guidelines or directives given by the project leads on what we want contributors to work on, basically people work on what they are currently interested in.

Which is why it's usually quite unpredictable what a release cycle will actually be about in the end, at least to a certain degree. What is actually going to be worked on next depends on what the currently active main contributors pick up. The project leads only give out suggestions, but we do not "command" the rest of the team the way it's done in more strictly organized dev teams.

That has certain advantages and drawbacks of course, but it's the way this project has been working for many years now.

So, feature freeze basically happens when the release branch is created, because that gives more control over what gets cherry picked into the release branch (and thus included into the release). Usually only fixes for bugs and balance issues, or things that polish something are cherry picked. Cherry picking of new features is a rare exception, which needs a good reason.

To focus playtesting on the release branch, the weekly test builds are based on it until the release is out, so that takes care of the release branch getting proper testing. Usually it takes several weeks at least, if not a few months from the creation of the release branch until the release is out, so plenty of time to get all the bugfixing, polishing, balance fine tuning, translation updates in.

That approach has worked reasonably well in the past.

That said, I'm open to suggestions for change. If the majority of you guys think that a more strict release procedure (with freezing of master etc.) would work better, feel free to open a thread (on this subforum) and start a discussion about it. But please do not continue it here, this thread is dedicated to the 0.4.10 release.

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Oberlus
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Re: 0.4.10 release

#32 Post by Oberlus » Thu May 21, 2020 2:59 pm

Vezzra wrote:
Thu May 21, 2020 1:40 pm
So far, so good, what worries me however are the many complaints and issues about recent test builds being unstable and crash-prone. Although it looks like you guys managed to address much of it, I'm still wondering how stable latest master really is, and if I should proceed with the creation of the release branch coming Sunday, or postpone it so master cen get more stable again before I create the release branch.
AFAIK, the instability came from the many recent changes on boost->std and some other refactoring. Playtesters are doing great job finding bugs but we maybe need more time. I hope there is a way to ensure that no more refactoring changes in the backend can get into master and introduce more possible bugs (that might be already addressed, I don't know).

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Vezzra
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Re: 0.4.10 release

#33 Post by Vezzra » Sun May 24, 2020 2:10 pm

After I saw that no more release-blocking issues or PRs are left open, I decided to go ahead and created the release branch for 0.4.10, despite master having been a bit crash prone recently. Looks like most of these issues have been addressed. Should more turn up, we'll just have to fix them and cherry pick the fixes to the release branch. I figured we've delayed the creation of the release branch enough, time to get moving. 8)

I've also created the release tracking issue (#2980) on github.

You know the drill: From now on, the weekly test builds will be based on the release branch, until the release is out. Only bugfixes will be cherry picked to the release branch. If you think that some other stuff that isn't strictly a bugfix should be cherry picked, please post a request here (and cite good reasons! :wink:). That, however, should be the rare exception. Stuff that has been tagged for post release can now be merged into master.

Focus your efforts on playtesting and bughunting the release branch, and on providing fixes for bugs and issues that come up, so we can polish the release and get sufficiently stable builds. It might be a good idea to pay special attention to the kind of UI issues/crashes that plagued master recently, to make sure we catch all still lurking issues of that sort.

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Re: 0.4.10 release

#34 Post by o01eg » Tue May 26, 2020 6:47 am

Will be #2970 and #2969 backported to 0.4.10?
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Geoff the Medio
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Re: 0.4.10 release

#35 Post by Geoff the Medio » Tue May 26, 2020 7:20 am

No-one tested them against the reported issues and reported back, so I have no plans to cherry pick them to release.

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Re: 0.4.10 release

#36 Post by o01eg » Tue May 26, 2020 10:02 am

Geoff the Medio wrote:
Tue May 26, 2020 7:20 am
No-one tested them against the reported issues and reported back, so I have no plans to cherry pick them to release.
OK, I'll cherry pick them to my server's code then.
Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-05-26.d034b5d.
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Vezzra
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Re: 0.4.10 release

#37 Post by Vezzra » Sun May 31, 2020 12:25 pm

Geoff the Medio wrote:
Tue May 26, 2020 7:20 am
No-one tested them against the reported issues and reported back, so I have no plans to cherry pick them to release.
In that case, please assign the respective issues and PRs to the post release milestone.

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Re: 0.4.10 release

#38 Post by Vezzra » Sun May 31, 2020 1:05 pm

Ok, something I forgot to mention:

Now that the release branch has been created, when a PR gets merged, it (and in case of fixes, also the issue it fixes) needs to get assigned to either the "post release" milestone (in case the PR should not get cherry picked to the release branch), or the "0.4.10" milestone and tagged with "cherry-pick for release" (in case the PR should get cherry picked to the release branch).

Otherwise I don't know what shall get cherry-picked and what not.

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