Roadmap: Difference between revisions

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after this release, only 64 Bit builds will be made. win32 and linux32 builds won't be made any more and the maintenance branch will be dropped after this release.
after this release, only 64 Bit builds will be made. win32 and linux32 builds won't be made any more and the maintenance branch will be dropped after this release.


== release 105.1 ==
== release 106.0 ==
Date: 01.08.2021(?)
Date: 01.08.2021(?)


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Moving on I have no intent to aim for the develop, but instead port develop parts into the transition gradually.
Moving on I have no intent to aim for the develop, but instead port develop parts into the transition gradually.


== release 106.0 ==
== release 107.0 ==
Date: ~end of 2021 / Q1 2022(?)
Date: ~end of 2021 / Q1 2022(?)



Revision as of 22:20, 24 May 2021

release Springlobby x64

Date: Monday, 21.12.2020

  • windows 64 bit will be required


release 105.0

Date: 1.1.2021

(=maintenance branch)

  • official linux build will require glibc >= 2.29
  • No win32 support due to memory limitations

after this release, only 64 Bit builds will be made. win32 and linux32 builds won't be made any more and the maintenance branch will be dropped after this release.

release 106.0

Date: 01.08.2021(?)

(=transition branch)

  • BAR branch in the essence
  • No breaking changes yet. 99-100% compatible with 105.0.
  • Built, packaged and released on github builder (Ubuntu 18.04) with GCC 10 for Linux and GCC 9.3 MinGW for Windows.
  • Downgrade glibc requirement to what 18.04 uses.
  • Has OpenGL 4.3 grade Lua API for VAO/VBO
  • [Stretch goal] Implement (subset) of GL4 rendering for units and features. No support for CUS?

Moving on I have no intent to aim for the develop, but instead port develop parts into the transition gradually.

release 107.0

Date: ~end of 2021 / Q1 2022(?)

(=follow up on 105.1 codebase)

  • Retain existing (old) OpenGL Lua API for games
  • Implement develop's renderbuffers or alike with fallback option to earlier OGL 3.0 like caps
  • [Tentative] Remove 3do, FFP rendering mode (no advmapshading, no advunitshading), ARB shaders
  • [Tentative] Possibly remove and redo Custom Unit Shading framework. Replace it with something less disconnected from the rest of the engine draw code. Big design/implementation task, but necessary.
  • Port over develop rendering methods for utility elements: Engine GUI, fonts and alike
  • Implement GL4 rendering for units and features