Author Topic: Official Code::Blocks 1.0 Roadmap  (Read 23153 times)

Offline rickg22

  • Lives here!
  • ****
  • Posts: 2283
Official Code::Blocks 1.0 Roadmap
« 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!

Offline rickg22

  • Lives here!
  • ****
  • Posts: 2283
Re: Official Code::Blocks 1.0 Roadmap
« Reply #1 on: November 23, 2005, 07:54:11 pm »
Replace all dates with "ASAP". :P

Offline 280Z28

  • Regular
  • ***
  • Posts: 397
  • *insert unicode here*
Re: Official Code::Blocks 1.0 Roadmap
« Reply #2 on: December 14, 2005, 06:10:56 am »
Replace all dates with "ASAP". :P

That works, just be careful not to use "when we're ready." I think Cerulean Studios trademarked that one a couple years back.  :o :x :lol:

j/k ;)
78 280Z, "a few bolt-ons" - 12.71@109.04
99 Trans Am, "Daily Driver" - 525rwhp/475rwtq
 Check out The Sam Zone :cool:

roland

  • Guest
Re: Official Code::Blocks 1.0 Roadmap
« 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 :D

grunerite

  • Guest
Re: Official Code::Blocks 1.0 Roadmap
« 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?

takeshimiya

  • Guest
Re: Official Code::Blocks 1.0 Roadmap
« 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 :)

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

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.

Offline thomas

  • Administrator
  • Lives here!
  • *****
  • Posts: 3979
Re: Official Code::Blocks 1.0 Roadmap
« 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?
"We should forget about small efficiencies, say about 97% of the time: Premature quotation is the root of public humiliation."

Offline Game_Ender

  • Lives here!
  • ****
  • Posts: 551
Re: Official Code::Blocks 1.0 Roadmap
« 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.