htodcs/ is exactly what goes into https://castle-engine.io/
screenshots/ are only a copy (sometimes with better resolution) of the same screenshots that are available on SF screenshot page of our project.
scripts/ are various scripts, usually in bash, helpful to manage the website.
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scripts/shell.sf.net are meant to be run when logged on shell.sourceforge.net server, i.e. these scripts are supposed to work on currently "online" version on the website on SF.
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Rest of scripts/ should usually be run on your local version, checkouted somewhere on your local computer. Running them on shell.sf.net is not preferred, sometimes has little sense.
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Making a release:
- testing is described in TESTS.txt
- compiling and packing releases is described in pack/README.txt
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When release is packed, it's nice to tag it, see scripts/make_tags.sh script. Leave uncommented only the lines for newly released programs, and run it.
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Release on SourceForge.
New FRS (http://p.sf.net/sourceforge/FRS):
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Move older versions to subdirs in old_versions (Do it first, to avoid showing on SF project summary "last changes list" these moves as "latest actions")
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Upload to sftp://kambi,[email protected]/home/frs/project/c/ca/castle-engine (following https://sourceforge.net/p/forge/documentation/SCP/) See pack/upload_sourceforge.sh
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Only for CGE: On https://sourceforge.net/projects/castle-engine/files/ mark new CGE released zip as default download for all OSes. This is only for default download on given OS, we suggest here CGE as our "default package".
After release:
- Download and compare are the files the same.
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Release on GitHub.
Upload a new release to https://github.com/castle-engine/castle-engine/releases https://github.com/castle-engine/view3dscene/releases and so on (a tag should already be created in the previous step, by scripts/make_tags.sh script)
Update the URLs:
- CGE_LATEST_DOWNLOAD in htdocs/castle_engine_functions.php
- view3dscene links in htdocs/view3dscene.php
After:
- Download and compare are the files the same.
TODO: uploading dmg on GitHub is not possible. The current solution for view3dscene was to zip the dmg, which is non-standard. Should we just use zip instead of dmg? https://daringfireball.net/2009/09/how_should_mac_apps_be_distributed
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if you released new castle_game_engine version:
- update ../castle-engine/doc/pasdoc/html-parts/body-end.php with new versions,
- update apidoc by cd ../castle-engine/doc/pasdoc/html-parts/ make clean default cd ../ make clean upload
- update $engine_ver in htdocs/all_programs_sources.php, to reflect with what engine ver each sources were tested.
- update FPC/Lazarus requirements: https://castle-engine.io/supported_compilers.php
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good practice after large changes is to check linkchecker.sh and validate_html.sh
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if you change some content managed inside GIT:
- commit and push your changes, of course
- git pull --rebase on castle-engine.io (ssh-ceup)
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if you change some content outside GitHub cge-www repository: (These are some files that are automatically generated and it would be a waste to keep them inside a version control repository... so they have to be copied in a normal way.) :
- reference (API docs) and vrml_engine_doc can be automatically uploaded by "make upload" in the appropriate sources dir.
- make sure that "other" users don't have uncessesary permissions: call secure_permissions.sh on server
- Old (no longer regularly checked):
- run mk_sums_md5.sh locally. This calculates md5 sums on your local files.
- on remote server, run check_sums_md5.sh. This will check md5 sums uploaded in previous step, thus checking that all files were uploaded correctly.
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a release of engine or view3dscene or some other tools can also be uploaded to http://itch.io/ , see http://michaliskambi.itch.io/
See pack/upload_itch_io.sh
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Regular annoucements sites:
- Our Wordpress: https://castle-engine.io/wp/
- Patreon: https://www.patreon.com/castleengine
- Facebook: https://facebook.com/castleengine/
- Google+: https://plus.google.com/+CastleGameEngineX3d/
- Twitter: https://twitter.com/castleengine
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engine source code release means updating FPC contrib units info (see fpc_contrib_units_data.txt, http://www.freepascal.org/contrib/contribs.html).
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new release of some programs/engine may be announced on freshcode:
http://freshcode.club/projects/view3dscene http://freshcode.club/projects/castle-engine
(Old: our projects are also on freshmeat, but it's dead now: http://freecode.com/projects/view3dscene/ http://freecode.com/projects/castlegame/ http://freecode.com/projects/castle-game-engine)
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http://www.pascalgamedevelopment.com/ go to the 'Home' section of the site and create 'News' article Make sure that when you are creating a new News "article" you are in the News section of the front page. If you are in the Articles section, it'll create an "article" instead. (instructions on http://www.pascalgamedevelopment.com/showthread.php?6406-Posting-News-on-the-front-page-not-the-Forums ). When you've got something ready for publishing you can make a publish request in the site feedback section of the forums (using the thread prefix options).
Create also a forum post in "Your projects", like on http://www.pascalgamedevelopment.com/showthread.php?15067-Castle-Game-Engine-4-0-0-released This might make it easier to discuss (suggested on http://www.lazarus.freepascal.org/index.php/topic,19686.0.html).
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x3d-public mailing list
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if new VRML/X3D extensions implemented: remember to post to Joerg (White Dune) about them
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if new VRML/X3D nodes supported:
- remember to post to Don Brutzman about them, to update "node inventory spreadsheet" http://www.web3d.org/specifications/X3dNodeInventoryComparison.xlsx http://www.web3d.org/specifications/X3dNodeInventoryComparison.pdf
- update http://www.web3d.org/wiki/index.php/Player_support_for_X3D_components
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http://www.lazarus.freepascal.org/ Examples on: http://forum.lazarus.freepascal.org/index.php?topic=26927.msg166141 http://www.lazarus.freepascal.org/index.php/topic,15653.0.html
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Post new topic on our forum, to encourage some discussion. Possibly resign from it? Posting on our g+ page is easier, and there are also instant comments.
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Post to community on g+:
FPC/Lazarus: https://plus.google.com/communities/114860965042324270757 As Castle Game Engine: https://plus.google.com/b/101185352355602218697/communities/114860965042324270757 Use tags #FreePascal #ObjectPascal #GameDevelopment
Delphi: https://plus.google.com/b/101185352355602218697/communities/103113685381486591754
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Post to community on FB:
https://www.facebook.com/groups/LazarusFPCDevForum/ https://www.facebook.com/groups/DelphiDevelopers/ https://www.facebook.com/groups/170041353008050/
(Note that you cannot post as Castle Game Engine to community on FB, just post as Michalis.)
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really large new features may cause updates of project description. Change project_description.txt text, and see there for a list of places where it's used.
Also Lazarus wiki contains longer description of our project: http://wiki.freepascal.org/Castle_Game_Engine http://wiki.lazarus.freepascal.org/Components_and_Code_examples#Packages_for_FPC.2FLazarus_.28not_hosted_here.29 http://wiki.lazarus.freepascal.org/Projects_using_Lazarus#Castle_Game_Engine http://wiki.freepascal.org/Developing_with_Graphics http://wiki.freepascal.org/Graphics_libraries
Also FSF wiki has descriptions: https://directory.fsf.org/wiki/Castle_Game_Engine https://directory.fsf.org/wiki/View3dscene # or sthg like that
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http://www.web3d.org/news/submit/ ... but it's pretty much ignored, giving up on this. As well as submitting to web3d.org list of progs.
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Update http://www.devmaster.net/engines/ update devmaster page about view3dscene
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An incredibly large release may be announced on fpc-pascal and lazarus mailing lists, but let's not abuse it (I did it only for 4.0.0 release when it was justified, as a large release and focused on devs). These lists aren't normally for announcements from external projects.
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watch http://planet.objpas.org/ (not active anymore?) and http://planetdev.freegamedev.net/ , they aggregate our news feed.