Figure rather than trying to edit the other roadmap thread, can just segment the Roadmap-as-planned into relevent checkpoint threads like this.
So, where are we at?
Well, a keen observer may note that 4.0 did not, in fact, make it out by the end of the new year. Between holidays, sickness and that whole meddlesome "real life" thing, targets were missed or delayed. I did intentionally push a somewhat optimistic roadmap to try and keep nose-to-grindstone, so I'll take the failings of that into account going forward on new roadmaps.
In light of that - and the intended plan to shift to a more rapid update schedule once these big, meaty, foundational changes are rolled in, the idea is to have multiple releases per year. We've gotten better at testing stuff, and have a pretty good RC process at this point, as well as a number of people able to test on various platforms, OS configs and the like.
In the interest of better transparency(and categorization) of goals, figured a more localized breakdown of the roadmap by intended quarter would help focus things more and facilitate the more regular release cadence.
Works getting done, but if people don't know it, then it's still an issue. So I'll definitely work to be better on top of updating the Roadmap.
What got done?
A good bit, actually even if it didn't necessarily feel like it. From the old list
- Core directory of BaseGame was moduleified
- The gigantic majority of the PBR work has been locked in, it's down to some hanging-on issues preventing the rollin
- The RenderPipeline R&D showed solid results, and with some fixes and shore-up is ready to go in post-4.0 when conveinent
- Work to E/C-ify game classes into GameObjects started and a few classes are already complete or mostly complete
- Initial testing of modulification of the Tools directory shows it should work fine, and can be done in chunks as we update the tools suit, piecemeal instead of needing to do it all at once
- The overall behavior of the Asset pipeline and the Browser are ready, just needs a solid testing beatdown to find flaws
- Assimp integration is almost complete, it looks to only need the bone offseting for animations corrected and it's ready to roll
- PBR finalized and integrated
- Fix binding issue preventing probes-in-array from rendering properly
- E/C work finalized and integrated
- Finish component-ification of major game classes
- Testing of system to ensure to major issues with use
- Asset Pipeline finalized and integrated
- Assimp Integration finalize to ensure consistent art flow(Only animation logic needs to be fixed as far as can tell)
- Cleanup of code
- Test to ensure no major issues with the asset workflow arise
- BaseGame Cleanup finalized and integrated
- Finish update of options menu
- Fix outstanding bugs relating to toggling editors
- Fix remaining crashes with popupmenus
- Make the default template, remove Full
- Lock in initial nu-Project Manager's 1.0 implementation, including Legacy Project Importer
- Begin using the Asset and E/C stuff to start building out Rapid Prototype Kits, or at minimum, start converting old asset packs to work with the new flow
- Look into a sort of centralized repository or whitelist for the PM to reference for easy downloading of new assets and RPKs
- Update Shape and Material editors and convert them to modules
- Implement Camera-driven render pipeline with dynamic resolution scaling
- Begin research into overhaul of terrain system(implementation for later build)
As you can see, definitely walking back the planned targets for the different milestones to be able to push harder for a rapid update schedule. There's a lot everyone wants rolled into the engine, of course and as more contributors are able to toss their hat into the ring, we can duely expand on what's notated in the roadmap, but I'll definitely apply pressure to keep it more segmented and practical, rapid chunks.
(I'm a little sick at the moment, so I feel like some bits were missed, so this may be updated tomorrow after I've slept, but consider this the "core" plan currently)