May I ask why the JME is not handled the same way like for example Lemur? I mean there you have no alpha betas but just a third number? Even the product I’m responsible in my daily life is handled that way. Wouldn’t that lower the maintenance hurdle a little?
But I guess I’m no big help in this or I would have no idea how I could help. I mean that die the the death of no maintenance is already gona happen. You seem currently the only one and time is limited for all of us. I don’t want to blame anybody it is just an observation or at least what is visible from outside. Of course there are still people contribute to JME related stuff…
Because there are a lot more moving parts in JME and a lot more people contributing. Not one person can keep it all in their head and have any reasonable idea of total quality from day to day. (It’s one of the reasons I push for moving things out of ‘core’ like terrain, blender, nifty, etc… just too many things in one ‘package’.)
Lemur is way smaller… and technically has had no stable release at all. Like many of my small projects, I either have it all in my head (or most of it) or can easily load the whole thing if needed.
@ia97lies :
jME 3.0 has a third number. jME 3.0.10 was the last version.
For jME 3.1 beta 2 this has to be done.
This list:
Has to be compare with this list:
We must be sure that everything that’s relevant for 3.1 in the master branch is also in the 3.1 branch.
However, it’s a little bit of a daunting task to compare all the commits by hand.
I have looked in the Git manual to find a way to export the commit list. With that it can be a little bit easier to compare the commits from master and in 3.1. It seems it has to be done with “git log”, but I’m not sure. If we can export the lists and put it in a spreadsheet, maybe we can get out the “doubles”.
Is it clear now?
Well to me 3.1 is ready . I personally push every fix from master to 3.1 when it’s relevant. Of course there has been some pull requests that have been only pushed to master only, but I don’t recall any critical fix.
There is one established issue with 3.1 and shadows, where in some case geometries are abusively culled from the shadow map. But I feel alright about pushing a 3.1.1 with the fix later.
3.1 is stable, hell even 3.2 is stable to me…
I think you did a really good job with jME 3.1. I really think it deserves a release.
Most of the recent fixes to master have also been pushed to 3.1. There was a period of about a month where we received a few (maybe a lot) of PRs to master that I’m 99% sure were not also pushed to 3.1. These were right after we cut beta1 and right when the server situation went to crap. At the time I was in no position to mentally track them. I didn’t even have the time/energy to comment on them as they came through… only enough to notice them.
It’s unfortunate, because this sort of information would have been pretty trivial to get from SVN. I’ve never learned how to do it in GIT and don’t have the time to learn something I don’t even really want to know.
Edit: and either way, it’s not like this is magically going to get fixed or 3.1 is magically going to get more stable since no one in the community is really working on this. Just maybe 2-3 people who try to see that the patches are applied to both and you (@nehon) who are still worried about the bugs on some level.
I can try if I can generate the commit logs and clear the “doubles”, but I’m no git expert either.
Edit:
It has to be something like this:
Thanks for the length explanation. Yes it is clear and it also shows the Problem. Thats why I personally would just go on and release early and often and would not have stuff in parallel i.e 3.0, 3.1, 3.2 as this slow down everything. Nor are you a company which need to give support for a customer. But I guess it is due @pspeed comment that there is too many things in JME which should be split in sub projects which makes my proposal a no go.
But yeah I really don’t know. Git would be the right tool to handle such branch nightmares but it do not help to know if a given commit belongs to a production branch or not (and exactly here I also have no clue). I personally like git.
Git has a two way svn bridge so maybe you could use git-svn bridge to checkout as svn and then get information from there?
@Momoko_Fan already had an git command which filtered quite some stuff out.
Basically you could also take sourcetree, do 5 Screenshots and then take Paint to strike through Duplicate commits and Pbr related ones.
It’s just that I am not a very focused Person so this is a Task that is not really exciting to do for me.
But its also not so easy for the community since it’s Hard to verify.
But how about everbody just Tries to look for this and shares what he could find?
I almost exclusively use github this way… so much nicer to commit things with one command.
…but at best it’s a subset of SVN so some things don’t work so well.
Given that each commit has a specific GUID, it should be relatively simple to extract the commit IDs from both branches and compare. Tougher when people do like I do and just commit twice to both places.
If it were me, I would just tag master just now 3.1.stable and see how far we go with this
Nah master has unfinished features like PBR.
Ever consider changing to a model where master only includes finished features? That way, at any time, you can tag a point on master and call it a release. Features can be developed on branches, and only when the “feature” is complete is it merged back to master? Perhaps that would assist with the “Release” process going forward?
Nope. Nothing changes in this case because as soon as you decide to put something in master is the only time people will test it. Now you have an even LONGER release cycle because of all of the brand new crap getting merged together and causing issues.
For small teams, fewer branches is better/faster/stronger.
And if we hadn’t lost our server infrastructure in the middle of a release cycle, we’d be done by now with 3.1 and talking about other things.
Yeah I agree with Paul. It’s a lot more complicated to have users test some features when it’s in a specific branch.
And then retest it again when merged to master with the other new things. Then retest again when big new things are merged on top of it, etc…
My 2 cents,
the above proposed method with master is stable is the one usually used on like every project in my day job, and works quite fine. For example the PBR would not hinder then tagging it release. So it would allow to progress without any problems in a branch (and yes you should frequently merge master into it, that way you do not end up in large merge at the end)
Anyway I’m kinda annoyed with the current situation and style of branching, that is why i simply just use a github build and are out of motivation to even bother with the rest.
It’s hard enough to get other people to try master. It’s nearly impossible to get anyone but the one developing it to try a branch. Most of the changes that take more than one or two commits to add are also changing a lot of classes across the board with hidden side-effects… so in these cases it’s nice to get folks testing that stuff even if they aren’t using the new feature.
PBR is a great example because it was developed on a branch for a long time before being merged.
Anyway, it doesn’t matter how stable core is from day-to-day when 99% of the problems are reported in the other bullsh*t we drag along with it. Most of the issues I see right now are related to bullet and the blender importer. If those could somehow release separately from core then everything would be a lot more flexible.
But for similar reasons that using massive branching would be bad, cutting those loose virtually ensures that the SDK in its current form never gets properly released again.
Edit: and again, most of our release problem was related to losing somewhat critical server infrastructure at a bad time. Honestly, when I tag beta2 I’m not confident that the automated build will even complete.
I just pushed the beta2 tag so we’ll see how travis does with it. In the mean time, this was in my notes I had for generating version…version logs in a pretty format.
git log v3.1.0-beta1..v3.1.0-beta2 --name-status --cherry
Which in this case produces:
commit + a71fb286f47d44ee89e659cb24a99b9a6bf30fb5
Author: Nehon <remy.bouquet@redacted>
Date: Sun Nov 20 23:55:06 2016 +0100
Fixed shadow fade and zfar computation as it was breaking shadow border filtering.
M jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadow.frag
commit + 69d8e5d13e626388a54e7c9f63902707ea191a43
Author: Nehon <remy.bouquet@redacted>
Date: Sun Nov 20 19:02:02 2016 +0100
Fixed an issue where some occluders were wrongly culled out from the shadow map at very steep light angle, and when the view cam was almost align with light direction.
M jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java
M jme3-core/src/main/java/com/jme3/shadow/ShadowUtil.java
commit + 4919620e61ae255c780ecee0a20af359db2dd71f
Author: Paul Speed <pspeed42@redacted>
Date: Sun Nov 20 07:14:24 2016 -0500
Improved the "compare result changed" error message to include the most
likely cause of the error.
M jme3-core/src/main/java/com/jme3/util/ListSort.java
commit + 1315af8d52adb5a113c4690f5c81b44f7f666cc9
Author: Nehon <remy.bouquet@redacted>
Date: Fri Nov 4 20:08:44 2016 +0100
Changed the minimum value of a float when converting it to half float. It was 5.96046E-8f and it's now 3.054738E-5f. This values seems to be the lowest one before 0 when converting back half to float.
This issue has been revealed in this post https://hub.jmonkeyengine.org/t/pbr-nan-to-half-conversion-errors/37219
The bad minimum was causing erratic data being wrote to the texture when the value was very close to 0, and causing the glitches and even crashes when color values were given as Float.Infinity or Float.NaN.
M jme3-core/src/main/java/com/jme3/math/FastMath.java
commit + efd47c4347ef8f2d69f5be6dad2c6cf862773c08
Author: Nehon <remy.bouquet@redacted>
Date: Fri Nov 4 16:59:07 2016 +0100
fixed some javadoc in AbstractShadowRenderer
M jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java
commit + 142b006ad6988bb7a88b26064ba59e1ca7869b11
Author: Nehon <remy.bouquet@redacted>
Date: Wed Nov 2 09:58:24 2016 +0100
Fixed post shadow filter for glsl1.5
M jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter15.frag
commit + 9500227ca7b9a6074f0c948cef8f8bd9fdfa0825
Author: Nehon <remy.bouquet@redacted>
Date: Wed Nov 2 09:24:17 2016 +0100
Defaulted the render back faces shadows in the AbstractShadowRenderer to true to keep the same behavior as in 3.0
M jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java
commit + 5495b7d0648302ab751f575c15169ab0c3641718
Author: Nehon <remy.bouquet@redacted>
Date: Sun Oct 30 09:45:23 2016 +0100
Fixed the link to the paper for convertHalfToFloat
M jme3-core/src/main/java/com/jme3/math/FastMath.java
commit + da5e4a18c78b1df91dd89831a9d3fa76138cb8f3
Author: Nehon <remy.bouquet@redacted>
Date: Sun Oct 9 20:12:39 2016 +0200
ShaderNodes now move all the declared extensions at the top of the generated shader source
M jme3-core/src/main/java/com/jme3/shader/ShaderGenerator.java
commit + dd8271e8b3a5b63fec0388aae5e75be58b0b0c9e
Author: Nehon <remy.bouquet@redacted>
Date: Sun Oct 9 10:00:18 2016 +0200
Fixed SpotLight constructor to properly compute the invSpotRange see https://github.com/jMonkeyEngine/jmonkeyengine/issues/563
M jme3-core/src/main/java/com/jme3/light/SpotLight.java
commit + cfd491e2709f51b56711236eafc8fc33ca9670f6
Author: jjYBdx4IL <jjYBdx4IL@redacted>
Date: Tue Jun 7 23:42:29 2016 +0200
fixes issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/506 : Material->toString() does not prevent/check for possible NPEs
M jme3-core/src/main/java/com/jme3/material/Material.java
commit + 95bf9efe9b4e9e290cfd3f16866dde07022355c6
Author: Nehon <remy.bouquet@redacted>
Date: Mon Oct 3 23:31:00 2016 +0200
MikktSpace tangent generator now properly generates the BindPoseTangent buffer when necessary
M jme3-core/src/main/java/com/jme3/util/TangentBinormalGenerator.java
A jme3-core/src/main/java/com/jme3/util/TangentUtils.java
M jme3-core/src/main/java/com/jme3/util/mikktspace/MikktspaceTangentGenerator.java
commit + 7e458e496cd31d9bb86208664e7577e99e7baf4c
Author: ReÌmy Bouquet <rebouquet@redacted>
Date: Thu Sep 22 09:08:53 2016 +0200
Fixed wiki links in the realm.md
M README.md
commit + 09e9c1efa0388c0a4fc50a5b066f16afa9661bc4
Author: Kirill Vainer <shadowislord@redacted>
Date: Sun Sep 11 20:31:19 2016 -0400
Merge pull request #555 from JavaSaBr/master-original
fixed missing Cloneable in the Triangle.
M jme3-core/src/main/java/com/jme3/math/Triangle.java
commit + 2440fc5a74fab4ccca3870d807ad810378810133
Author: Kirill Vainer <shadowislord@redacted>
Date: Sun Sep 11 15:01:56 2016 -0400
Merge pull request #554 from TehLeo/patch-2
Fix for MTR Framebuffers
M jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
commit + 7b0a00b364bea42d35f9f11b648f10141a03bee5
Author: MeFisto94 <MeFisto94@redacted>
Date: Sat Aug 20 11:26:41 2016 +0200
Using LegacyApplication in the iOS Harness just like it has been done for Android in 3c56afe
M jme3-ios/src/main/java/com/jme3/system/ios/IosHarness.java
commit + b42bf7f67ef473ac47faccd7fc0894b77fcfae1d
Author: ReÌmy Bouquet <rebouquet@redacted>
Date: Fri Aug 12 20:51:56 2016 +0200
fixed glsl 1.0 version of the postShadowFilter shader
M jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter.frag
M jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter.j3md
commit + 056dbdf981f64d8296d92b935b6ccb008b6a10b8
Author: ReÌmy Bouquet <rebouquet@redacted>
Date: Fri Aug 12 14:30:50 2016 +0200
Changed the int value of EdgeFilteringMode.Nearest from 0 to 10 as it seems a define with a 0 value is now ignored.
M jme3-core/src/main/java/com/jme3/shadow/EdgeFilteringMode.java
M jme3-core/src/main/resources/Common/ShaderLib/Shadows.glsllib
commit + a7edef3a067322aa12dc1f9b6eb418c25ee9d348
Author: ReÌmy Bouquet <rebouquet@redacted>
Date: Fri Aug 12 18:25:09 2016 +0200
fixed transparent shadows on mac.
M jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.j3md
M jme3-examples/src/main/java/jme3test/light/TestDirectionalLightShadow.java
commit + 52c0a3552588b45d4a17031b3d6e7692b76518ee
Author: Toni Helenius <helenius.toni@redacted>
Date: Tue Aug 9 19:56:12 2016 +0300
Added a cursor cache to avoid cursor disappearing and app crashing when too many cursors are created
M jme3-lwjgl/src/main/java/com/jme3/input/lwjgl/LwjglMouseInput.java
commit + c92009a40ab0eff0b78b9df757d5a5b74ecc01a0
Author: Riccardo Balbo <riccardo@redacted>
Date: Tue Jul 19 12:15:55 2016 +0200
Use texture() instead of texture2D() in bloomExtract15 and bloomFinal15
M jme3-effects/src/main/resources/Common/MatDefs/Post/bloomExtract15.frag
M jme3-effects/src/main/resources/Common/MatDefs/Post/bloomFinal15.frag
commit + f65f0a7ee8820fa90ce9e5c03ea445b819316608
Author: tiatin <sergey.chou@redacted>
Date: Wed Jul 13 21:49:24 2016 +0300
Added ability to set framebuffer image format used in FilterPostProcessor.
https://hub.jmonkeyengine.org/t/ability-to-change-image-format-for-filterpostprocessor/36379
M jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java
commit + 05c39990caa2e23be0f0078a33dfbe2b26deeba0
Author: saloisio <saloisio@redacted>
Date: Thu Jul 7 14:38:35 2016 -0400
NewtMouseInput now resets mouse cursor to default image when inputManager.setMouseCursor(null) invoked
M jme3-jogl/src/main/java/com/jme3/input/jogl/NewtMouseInput.java
commit + eefc17428c2c10b91513d605c21d9584f5f30127
Author: Rémy Bouquet <remy.bouquet@redacted>
Date: Mon Jul 4 07:44:44 2016 +0200
Merge pull request #501 from MeFisto94/HwSkinningFixV02
Fixes #499: Fix Hardware Skinning in 3.1
M jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java
M jme3-core/src/main/java/com/jme3/material/MatParam.java
commit + 9b8c27a0fb7f9d1aef65d1912699e986b0c7a373
Author: saloisio <saloisio@redacted>
Date: Thu Jun 30 09:42:18 2016 -0400
Removed auto centering of mouse cursor
M jme3-jogl/src/main/java/com/jme3/input/jogl/NewtMouseInput.java
commit + d8529573e4a1bef84397e4ff0406c999b4e01923
Author: tiatin <sergey.chou@redacted>
Date: Sun Jun 26 12:31:34 2016 +0300
Changed overrides from ArrayList to SafeArrayList for GC and iteration performance reasons. Fixed bug in SafeArrayList.equals().
M jme3-core/src/main/java/com/jme3/material/Material.java
M jme3-core/src/main/java/com/jme3/material/Technique.java
M jme3-core/src/main/java/com/jme3/renderer/RenderManager.java
M jme3-core/src/main/java/com/jme3/scene/Spatial.java
M jme3-core/src/main/java/com/jme3/util/SafeArrayList.java
commit + 9b0422fc3c56a952a60647a996bdd6c6e1db047f
Author: tiatin <sergey.chou@redacted>
Date: Sat Jun 25 18:15:03 2016 +0300
Added iteration using iterator, if List is not ArrayList.
Reason for this is that if List is LinkedList, complexity for get(int i) is O(n/4).
M jme3-core/src/main/java/com/jme3/material/Material.java
M jme3-core/src/main/java/com/jme3/material/Technique.java
commit + 93c2fd19895eafde59d16fb95c11b268d05b11b4
Author: tiatin <sergey.chou@redacted>
Date: Sat Jun 25 14:36:18 2016 +0300
Changed iteration over List from for-each to manual iteration.
For-Each loop creates Iterator object and uses hasNext and next methods, which are slower, than manual iteration. Also allocating Iterator object increases work for GC.
Forum post: https://hub.jmonkeyengine.org/t/iteration-over-list-performance-improvement/36250
See test 9 for more details: http://www.devahead.com/blog/2011/12/coding-for-performance-and-avoiding-garbage-collection-in-android/
M jme3-core/src/main/java/com/jme3/material/Material.java
M jme3-core/src/main/java/com/jme3/material/Technique.java
commit + be66436745eec942b60b549ffb6b1ea595a28cc3
Author: javasabr <javasabr@redacted>
Date: Sun Jun 26 08:52:38 2016 +0300
added warning
M jme3-core/src/main/java/com/jme3/scene/Spatial.java
commit + 758fdcf394b5350f77567d122a2c447fd17aa199
Author: David Bernard <davidB@redacted>
Date: Sun Jun 12 21:53:57 2016 +0200
travis: disable uploadArchives
without uploadArchives no more snapshots, but you can release (beta2,...)
M .travis.yml
commit + f354343e4787e275967e9479b85ebe6d736114c3
Author: javasabr <javasabr@redacted>
Date: Sun Jun 5 20:30:21 2016 +0300
fixed the NPE with controls
M jme3-core/src/main/java/com/jme3/scene/Spatial.java
commit + f46680815d8db74f9cc21171990635a88de7e89b
Author: David Bernard <d.bernard1@redacted>
Date: Sun Jun 5 10:53:54 2016 +0200
nifty-gui: upgrade from 1.4.1 to 1.4.2, available on maven central with the new âofficialâ groupId: com.github.nifty-gui
M jme3-niftygui/build.gradle
commit + 3d1a5419034dd357989a773aaffdacba1f4c960d
Author: Nehon <remy.bouquet@redacted>
Date: Thu Jun 2 18:53:27 2016 +0200
Fixed an issue when resizing the viewport, with a FPP and antialiasing would stop rendering
M jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java
commit + 6bdf479a0a74b0e737a648494009d87cf0a40aa5
Author: Nehon <remy.bouquet@redacted>
Date: Thu May 19 18:53:26 2016 +0200
Fixed an issue in the fog filter's shader that was preventing it to run on android
M jme3-effects/src/main/resources/Common/MatDefs/Post/Fog.frag
M jme3-effects/src/main/resources/Common/MatDefs/Post/Fog15.frag
commit + 29dfff223cfffe5567c0322bc729df9e240c218e
Author: ReÌmy Bouquet <rebouquet@redacted>
Date: Sat May 14 23:46:21 2016 +0200
proper equal and hashcode for ShaderNodesVariables.
M jme3-core/src/main/java/com/jme3/shader/ShaderNodeVariable.java
commit + 4faf6cf36cac202ae9569d99545fdbfc2a4712f6
Author: Kirill Vainer <shadowislord@redacted>
Date: Wed May 4 13:50:47 2016 -0400
Merge pull request #491 from riccardobl/AddGimpactCollisionAlgo
Fix GImpact passing through other shapes.
M jme3-bullet-native/src/native/cpp/jmePhysicsSpace.cpp
M jme3-bullet-native/src/native/cpp/jmePhysicsSpace.h
commit + d27b26805a0f34f213daa3d5d8c3957b8a64126d
Author: Kirill Vainer <shadowislord@redacted>
Date: Wed May 4 13:17:47 2016 -0400
bullet native: fix mingw target platform
M jme3-bullet-native/build.gradle
commit + b2a57e130a52ec1c651e6b931294670996ab9cc0
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 18:58:17 2016 -0400
travis: set known hosts using travis config
M .travis.yml
M build.gradle
D private/known_hosts
D upload.gradle
commit + fafccdf15eb03f1cc8f876c0919e60b0b8f82b73
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 18:01:02 2016 -0400
pom: fix incorrect inception year
M common.gradle
M gradle.properties
commit + 513fc08fb6cd5e77daee7e4479a6634da609f651
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:52:38 2016 -0400
travis: only create dist if deploying
M .travis.yml
commit + 3419256941ac720e6007e412bbe511478d1bd238
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:48:25 2016 -0400
travis: use cache rules from docs
M .travis.yml
commit + 2a0a9e7b6eb1c0a369a3e503ec9dabf56a43f6d2
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:39:04 2016 -0400
build: fix build error
M jme3-bullet-native/build.gradle
commit + a7b20629e794d27a28515804db491fb59fa91ddb
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:26:55 2016 -0400
build: update to gradle 2.13
M build.gradle
M gradle/wrapper/gradle-wrapper.jar
M gradle/wrapper/gradle-wrapper.properties
M gradlew
M gradlew.bat
M jme3-bullet-native/build.gradle
commit + 8416dd8c65080441d1c888f69973c95cb5fddd31
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:23:16 2016 -0400
travis: dont cache netbeans folder anymore
M .travis.yml
commit + 7d4a34f96fec78fe1a5376d0a2d0486afafad7f0
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:20:27 2016 -0400
build: check file exists before getting text
Conflicts:
jme3-core/build.gradle
M jme3-core/build.gradle
commit + 804c17375736e2d95b5d135155ad1b0c6d8599d6
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:16:09 2016 -0400
build: minor cleanup
M common.gradle
commit + 6dfd59ea735c0b9c4fb20e75821bde41cd039b33
Author: Kirill Vainer <shadowislord@redacted>
Date: Sat Apr 30 17:15:37 2016 -0400
android-examples: use correct maven group
M common-android-app.gradle
commit + 8f7abca01b7dc55f19c252a01a1fcc4dec7a67f7
Author: Kirill Vainer <shadowislord@redacted>
Date: Tue May 3 22:34:51 2016 -0400
niftygui: add nifty repository to POM
M common.gradle
M jme3-niftygui/build.gradle
commit + 2c94a3f53821037ee72110de49923e58256d1806
Author: Kirill Vainer <shadowislord@redacted>
Date: Tue Apr 26 20:15:25 2016 -0400
travis: treat v3.1 branch as trunk
M .travis.yml
commit + 652358038d75a9ca8e917359a15a55951cf673d5
Author: Kirill Vainer <shadowislord@redacted>
Date: Tue Apr 26 20:11:17 2016 -0400
version: treat this branch as trunk
M version.gradle
commit + 5facee58e6ed5274545bbcac4ec9ecf98264199d
Author: Dokthar <jmaselbas@redacted>
Date: Mon Apr 25 22:59:32 2016 +0200
joystick : revert commented out sysout on axis update
M jme3-examples/src/main/java/jme3test/input/TestJoystick.java
commit + 119a076f11da94625255fef782143089b9d2bca2
Author: Dokthar <jmaselbas@redacted>
Date: Mon Apr 25 21:05:35 2016 +0200
joystick : if a button id isn't a numeric it will be set to the button index
M jme3-lwjgl/src/main/java/com/jme3/input/lwjgl/JInputJoyInput.java
commit + 256abb38fa6a18d1a5955d49c6a7b9ad07628c75
Author: Dokthar <jmaselbas@redacted>
Date: Mon Apr 25 21:01:00 2016 +0200
joystick : added mapping for two gamepads
- the "GASIA CORP. PLAYSTATION(R)3 Controller"
- the "DragonRise Inc. Generic USB Joystick"
M jme3-core/src/main/resources/joystick-mapping.properties
commit + a7766c68558b80bd1bec4444b85675d1c8cad457
Author: Dokthar <jmaselbas@redacted>
Date: Mon Apr 25 20:57:48 2016 +0200
joystick : added a easier way to create custom joystick/gamepad mappings :
- push the joystick/gamepad button
- if the wrong button is highlighted, click with the mouse on the correct button (on the gamepad gui)
- this will print the string to be inserted into the joystick-mapping.properties file
M jme3-examples/src/main/java/jme3test/input/TestJoystick.java
commit + 5e594a87d2e7016aec2eff65ddf4cddc155a03ed
Author: Dokthar <jmaselbas@redacted>
Date: Mon Apr 25 20:52:04 2016 +0200
joystick : add trim() to each joystick name input
M jme3-core/src/main/java/com/jme3/input/JoystickCompatibilityMappings.java
…which is just the changes from beta1 to beta2.