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Release process
This is the process I go through to create a release, once the 'main' branch is ready.
- Ensure main is up to date:
git checkout maingit pull
- Bring release up to date
git checkout releasegit merge main
- Edit release info. Normally, we do not update the readme to the new version until release time (because people check out the github page and don't understand that 'main' is a development branch).
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Add release date to changelog.md. Enumerate changes (since they might be displayed to users upon version change).
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Update Readme.md to release version
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Update system.json to release version:
"version": "0.15.5", -
Update system.json to point to specific release download (which I assume is driven by the tag):
"download": "https://github.com/crnormand/gurps/archive/0.15.5.zip",
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Commit and push the release branch, and then create the pull request to merge to main. I usually copy and paste the changelog section for that release as the commit comment.
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Draft a new release
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Create a new tag (e.g. '0.15.5')
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Select the 'release' branch as the Target
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Use the tag name (e.g. '0.15.5') as the release name
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Paste the changelog section into the description
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Click the Publish release button.
**And finally, I go to the main branch https://github.com/crnormand/gurps, and it should notify you that the "release" branch has a commit that can be merged, so I merge it. **
Current users will be notified of the version update, since all of our releases are using the same manifest:
"manifest": "https://github.com/crnormand/gurps/releases/latest/download/system.json",
However, they can get a specific version of they want by using the release specific manifest: https://raw.githubusercontent.com/crnormand/gurps/0.15.5/system.json. And this is the manifest that Foundry uses.
Also, new users will only see the version provided by Foundry (and I have to go into the Foundry release manager to create a new entry for our release). However, they can install an older version, and the next time they connect, it will let them know there is an update.
- Home
- User Guide
- Getting Started
- Modifiers and the Modifier Bucket
- Combat Tracker
- Foundry Items
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Cool Macros
- Ammunition Resource Spend Assistant
- Alternate Form
- Bad Footing Active Effect
- Clear All Active Effects
- Combat Reset
- Create and Toggle Active Effect
- Fireball Damage
- Invisibility
- Last Targeted Roll demo and margin of success
- Major Healing
- Manual Damage
- Mass Fright Check
- Melee Spell Strike Handler Template
- Missile Spell Handler Template
- Multiple Quick Contests
- Multiple Token Manoeuvre Setting
- Open/Close Helmet Visor
- Quick Combat
- Quick-Draw and Shoot
- Roll Attack and Critical Hit
- Roll Table Dialogue
- Scale Lighting
- Skill Derived Active Defence
- Spell Damage
- Spell and Power Casting Assistant
- Throwing
- Toggle Reeling or Exhausted
- Advanced Features
- Useful OTFs
- User Recommended Modules
- Animation Libraries
- Development Standards