Please offer congratulations and support to @yaRnMcDonuts, our release manager for JMonkeyEngine 3.8.0
Very good. Congratulations to our new release manager, welcome!
It doesn’t seem like an easy job, but I hope you do it great!
Good luck @yaRnMcDonuts and thank you in advance for managing the release
A huge round of applause for @yaRnMcDonuts, This release is a fantastic achievement, and we’re so grateful for all the hard work and dedication he poured into it
I appreciate your enthusiasm. However, note that the 3.8.0 release hasn’t appeared yet, not even an alpha version. There’s still plenty of work to be done, and we’re grateful to Ryan for volunteering to undertake it.
Sorry if I misled you.
Congratulations @yaRnMcDonuts, and Best of luck!
It was misunderstanding from me
I am looking forward to the first release from @yaRnMcDonuts
Congratulations @yaRnMcDonuts! We look forward to the release
Thank you all for your support and congratulations. I look forward to releasing the next version!
I’ve already begun looking through PRs and hope to include as many important bug fixes and new features as possible, however this will of course require a lot of help from the community testing the alpha and beta releases when the time comes.
I am already keeping a a list of test-cases that are all related to new features or bug fixes that will be in 3.8. This should make it easier for users with less time on their hands to help test the most important aspects of each new alpha/beta release.
I also notice there are some useful PRs that have been sitting around un-merged for a long time, often times waiting for the author and/or reviewer to return to make some minor final changes, but in many cases it looks like the author may not return to make these changes. So I hope to get things moving again with some of these, and will likely be posting to the forums here to request help reviewing and finishing off some of these PRs in the near future.
And finally, I have plans to include some major changes to the PBR shaders in this upcoming release. PBRLighting will be benefiting from a (potentially very important and visually apparent) bug fix (#2334) as well as some refactoring, and the PBR Terrain shaders will be getting some major improvements that will allow for rendering many more terrains of varied detail in the far distance.
I also plan to initiate a deeper discussion about jme’s terrains in another thread soon. I know that many jme users have valid issues with jme’s terrain system and that it is far from perfect, but aside from voxel libraries, there really have not been any realistic alternatives provided in a long time. So I would also like to address some of the terrain library’s shortcomings and potentially provide some fixes in the future if possible.
Thank you, @yaRnMcDonuts!