[opensource-dev] Version Numbering
Lee ponzu
lee.ponzu at gmail.com
Wed Aug 10 22:14:48 PDT 2011
I think calling it Version 3 with simplify the marketing...if you want mesh,
you need a version 3 viewer...
ponzu
On Thu, Aug 11, 2011 at 12:06 AM, Daniel <danielravennest at gmail.com> wrote:
>
> > From: Brandon Husbands <xotmid at gmail.com>
> > I how does this constitute a major revision number?
>
> (1) Addition of a whole new asset class (mesh) with custom UV mapping,
> LOD's, and physics shapes
> (2) New physics engine & physics type
> (3) Change of the prim accounting system from fixed to variable for mesh
> and items using new physics type
> (4) Deferred render pipeline with projected lighting
> (5) Change of maximum object size from 10 to 64m
>
> Some of these items have been added in recent development builds, but
> this release will make them part of the official download. I think
> that's enough changes to warrant a major version number. Unlike the 1.x
> to 2.0 change, this update does not involve major changes to the user UI.
>
> Some other changes that are not part of the Viewer code specifically,
> but are contemporaneous are:
>
> (6) New login page
> (7) Social profiles on the website
> (8) Search that actually works
>
> So that just adds to the "a lot of stuff has changed" list.
>
> Daniel
>
> (who has been testing a 3.0 build for 2 days already. One crash on
> startup, and a nagging texture swap issue which I need to see if I can
> reproduce. I survived my version of a stress test: Visiting a region
> with 40 avatars while wearing 100k triangles of mesh objects)
>
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