This is going to be a bit different than the usual release planning thread (let me know if you’d like to see 0.5.9 already return back to the other way). I’ve already created the 0.5.8 milestone on Github and moved over some leftover issues, I also noticed that at least one other person also put stuff there.
I also set a tentative release date already, April 16, which we might hit, but probably it’ll get adjusted a bit to be either earlier or later.
So there’s already a good chunk of stuff selected for 0.5.8, additionally I’d like to get the following PRs to be mergeable in the next few weeks so that we have plenty of time to notice any issues these might cause (if one of these is your PR, please update them against master branch to not have conflicts ASAP):
Revolutionary-Games:master
← Revolutionary-Games:1644_dynamic_mp
opened 11:28AM - 27 Jul 21 UTC
**Brief Description of What This PR Does**
This PR replaces the old logic wit… h dynamic MP calculation. This new algorithm uses the action history and simplifies it before calculating the MP costs of each action.
Simplification means that for example two movements of one organelle can be merged to one or placing and then moving an organelle can be simplified to one adding action.
**Related Issues**
Closes #1644
**Progress Checklist**
Note: before starting this checklist the issue should be marked as non-draft.
- [x] PR author has checked that this PR works as intended and doesn't
break existing features:
https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist
(this is important as to not waste the time of Thrive team
members reviewing this PR)
- [x] Initial code review passed
- [x] Functionality is confirmed working by another person (see above checklist link)
- [ ] Final code review is passed and code conforms to the
[styleguide](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style_guide.md).
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author.
Revolutionary-Games:master
← Revolutionary-Games:population_system
opened 07:03PM - 02 Oct 21 UTC
**Brief Description of What This PR Does**
This PR does multiple things:
- c… hanged environemntal effects to only affect the current patch
- made PatchPanel its own tscn file
- implemented a system for blocking paches in the patch map
- if the player goes extinct in a patch a new menu shows up informing the player that he died out in this patch and allowes the player to select a new patch to continue in
**Related Issues**
closes #1288
closes #1390
#1789 - needs investigation
**Progress Checklist**
Note: before starting this checklist the issue should be marked as non-draft.
- [x] PR author has checked that this PR works as intended and doesn't
break existing features:
https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist
(this is important as to not waste the time of Thrive team
members reviewing this PR)
- [x] Initial code review passed
- [ ] Functionality is confirmed working by another person (see above checklist link)
- [ ] Final code review is passed and code conforms to the
[styleguide](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style_guide.md).
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author.
Revolutionary-Games:master
← Revolutionary-Games:compound_production
opened 05:03PM - 14 Nov 21 UTC
**Brief Description of What This PR Does**
This PR adds production/consumptio… n on gas compounds in patches depending on population in them.
It also paves the way for further dynamism in patches composition.
Planned changes:
- [x] Add compound amount manipulation infrastructure (patch volume...)
- [x] Have input/output of processes from microbes affect the world
- [x] Add a save upgrader
- [x] Add gas output to microbe processes (to avoid depletion)
- ~~[ ] Add patch volume in GUI (larger patches are more stable) & translation support~~
- [x] Add constant input to patches for balance
- [x] Balance production factor to get an interesting/not game-breaking evolution of patches
**Related Issues**
Closes #570.
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break existing features:
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(this is important as to not waste the time of Thrive team
members reviewing this PR)
- [ ] Initial code review passed (this and further items should not be checked by the PR author)
- [ ] Functionality is confirmed working by another person (see above checklist link)
- [ ] Final code review is passed and code conforms to the
[styleguide](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style_guide.md).
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author.
Revolutionary-Games:master
← Kemikal1:colony_speed
opened 04:12PM - 23 Oct 21 UTC
**Brief Description of What This PR Does**
Added colony members mass to the m… aster, also made the flagella of children affect colony speed.
Lowest speed cap is 75% of original microbe, maybe will be lower when muulticell editor is implemented.
**Related Issues**
Fixes #2355
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- [x] Initial code review passed (this and further items should not be checked by the PR author)
- [x] Functionality is confirmed working by another person (see above checklist link)
- [ ] Final code review is passed and code conforms to the
[styleguide](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style_guide.md).
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author.
And probably:
Revolutionary-Games:master
← Revolutionary-Games:sector_spawn_system
opened 01:25PM - 07 Dec 21 UTC
**Brief Description of What This PR Does**
Overhauls the spawn system to util… ize sector spawning.
**Progress Checklist**
Note: before starting this checklist the PR should be marked as non-draft.
- [x] PR author has checked that this PR works as intended and doesn't
break existing features:
https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist
(this is important as to not waste the time of Thrive team
members reviewing this PR)
- [ ] Initial code review passed (this and further items should not be checked by the PR author)
- [ ] Functionality is confirmed working by another person (see above checklist link)
- [ ] Final code review is passed and code conforms to the
[styleguide](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style_guide.md).
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author.
There’s also a few more recent PRs that need testing / had slight issues so they couldn’t make it into 0.5.8 that are now added to the milestone.
Here’s some issues that someone might want to pickup, but for now I threw them out of the release milestones as they kept not getting done:
opened 04:04PM - 20 Nov 20 UTC
intermediate
programming
make proper short tips for the microbe stage (instead of reusing the shorter hel… p texts), and for the microbe editor, but do keep LOADING_TIP text (but rename the translation key)
Can probably repurpose at least some of the easter egg messages as many of those look like tips. They should probably be moved over to the tips section.
opened 11:10AM - 19 Aug 21 UTC
difficult
programming
C#
I'm opening this issue to keep track of fixing everything that is still wrong: h… ttps://github.com/Revolutionary-Games/Thrive/pull/2391
This is done so that we can get the improvements out in 0.5.5, but still don't end up with an unmaintainable code mess by not fixing these code problems.
For easily finding these places, you can search for `https://github.com/Revolutionary-Games/Thrive/issues/2504` in the code, I've linked this issue from all places where the problems are.
opened 07:49PM - 17 Nov 21 UTC
intermediate
programming
gui
C#
add somewhere in the editor a suggestion based on simulated auto-evo numbers for… adding one new organelle (different simulation for all types). this should give the player some idea what the auto-evo would like them to do.
If all organelle additions are detrimental, it should suggest adding nothing.
opened 09:48AM - 03 Dec 21 UTC
intermediate
programming
review
bug
help wanted
C#
modding
I think might have to do with how the settings value might be null or something … and that's different from an empty list or something.
opened 12:52PM - 25 Nov 21 UTC
intermediate
programming
C#
modding
also mod loader should refuse to load mods that are known incompatible, needs to… check the minimum and maximum game versions in each mod that are specified. It should also not be possible to enable (only disable) incompatible mods.
Usually I’ve asked what features people would like to see, but it seems our backlog of those just doesn’t get done and gets rolled forward for multiple releases before getting dropped from future milestones. So this time, I’ll instead encourage everyone to post what they’ll be working on / hope to get done by the 0.5.8 release date. If those are related to an issue / open PR, please feel free to add those to the 0.5.8 milestone.
As for me, I think I’ll do a few housekeeping issues out of the way and then pick one of these (I’m thinking of letting our VIP patrons pick):
Signaling agents (to help make bigger colonies and get to the early multicellular)
Organelle unlock system (base + probably one or two specific unlock conditions)
Organelle upgrade system (proper base code and upgrades for a few organelles). Timing with this might be a bit difficult as this needs to be done after the dynamic MP PR
Procedural patch map generation (someone else might work on this soon)
Auto-evo exploring tool, this is quite badly needed to make developing and tweaking auto-evo work. I might also at the same time make a feature to create images from species to show in the GUI wherever we want.
Some more random small issues, our backlog of issues is still huge
After that I’ll try to get started with the later stage prototypes, the first step being working on the transition from microbe to early multicellular
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