Code::Blocks
July 29, 2010, 05:54:37 pm *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New release 10.05 is ready. Grab it while it's hot!!!
 
   Home   Help Search Login Register  :: WebsiteWiki  
Pages: [1]
  Send this topic  |  Print  
Author Topic: Official Code::Blocks 1.0 Roadmap  (Read 6324 times)
rickg22
Lives here!
****
Posts: 2197


« on: October 27, 2005, 07:16:31 pm »

Here's the official roadmap for CodeBlocks 1.0.

Oct 25, 2005: RC2 released

* Fix bugs that appeared in RC2. (SVN plugin, templates built with GCC...)
* Fix the linux cbp's

Release RC2-update-1?

* Try to use 16x16 buttons in wxSmith.
* Feature freeze - NO NEW FEATURES ADDED - AT ALL! Fix bugs only! (Yes, this goes also for plugins like SVN, wxSmith)
* Test extensively the Project templates
* test the linux cbp's
* Request users to build installation packages for Linux
* Build / cleanup manual in the wiki, handbook, etc.
* Create CHM help files
* Test extensively and compile on linux, windows, with unicode; with and without extra packages like SVN, etc.

Release RC3 VIP preview for developers

* Fix bugs that appeared in this
* Test extensively (yes, again) and compile on linux, windows, with unicode: with and without extra packages like SVN, etc.
* Only fix trivial (font should be 14,px not 16px) or showstopper bugs (i.e. crashes)

Release 1.0-RC3

* Only fix trivial or showstopper bugs

Release 1.0-Final preview for developers

* Only fix showstopper bugs if any.

Release 1.0-Final.

* Prepare website for massive bandwidth invasion (posting coral links, etc)
* Post to slashdot
* Celebrate!
Logged
rickg22
Lives here!
****
Posts: 2197


« Reply #1 on: November 23, 2005, 07:54:11 pm »

Replace all dates with "ASAP". Razz
Logged
280Z28
Regular
***
Posts: 397

*insert unicode here*


« Reply #2 on: December 14, 2005, 06:10:56 am »

Replace all dates with "ASAP". Razz

That works, just be careful not to use "when we're ready." I think Cerulean Studios trademarked that one a couple years back.  Surprised Mad Laughing

j/k Wink
Logged

78 280Z, "a few bolt-ons" - 12.71@109.04
99 Trans Am, "Daily Driver" - 525rwhp/475rwtq

Check out The Sam Zone Cool
roland
Advanced newcomer
*
Posts: 17


« Reply #3 on: December 24, 2005, 05:34:20 pm »


Release 1.0-Final.

* Prepare website for massive bandwidth invasion (posting coral links, etc)
* Post to slashdot
* Celebrate!

Let's not forget digg Very Happy
Logged
grunerite
Advanced newcomer
*
Posts: 41



« Reply #4 on: December 31, 2005, 07:35:17 am »

Here's the official roadmap for CodeBlocks 1.0.
What is the status of running on OSX? Is it planned, anyone done it yet?
Logged
takeshi miya
Lives here!
****
Posts: 1487


« Reply #5 on: December 31, 2005, 07:54:59 am »

What is the status of running on OSX? Is it planned, anyone done it yet?
I don't know if it's planned, I for one will really like to see this port in a future.
The only problem is that there aren't people using OSX. So it's a matter of lack of Apples Smile

BTW, I'm pretty sure that if someone donates a Mac to Yiannis it'll be supported in a few weeks Very Happy

Let's see what happens with OS X running on x86. That could bring a few testers Wink

So far, probably the only real problem of the port are the 3rd party libs used in C::B which aren't ported to Mac OS X yet.
Logged
thomas
Administrator
Lives here!
*****
Posts: 3548



« Reply #6 on: December 31, 2005, 08:18:44 pm »

What exactly is used in Code::Blocks that should prevent it from compiling on OS X?
Logged

"Never fix a bug you don’t understand"  --  Ben Laurie
Game_Ender
Lives here!
****
Posts: 551



« Reply #7 on: December 31, 2005, 10:19:36 pm »

What exactly is used in Code::Blocks that should prevent it from compiling on OS X?

The loading of the plugins need to be updated so that is supports the OS X naming convention for dynamic libraries.  I also think you have to pass different options to GCC on OS X in order to build dynamic libraries.  If anyone has the ogre source lieing around they can take a look.  It would also probably be best to build an Xcode 2 project file for OS X because you can be more sure of its existence than the proper autotools.
Logged
Pages: [1]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!