What do I think we've learned, mainly the hard way? Well, here are my conclusions, as the non-engine coder who sat observing most of what happened in SVN over the last 10.5 months:
1. Giant commits are very bad. They can break the entire engine, bitrot easily... and should not be allowed. Seriously. Just make smaller patches, and test with current SVN head before forwarding for commits. I know that this is going to cause a lot of argument and finger-pointing, but I'd like to say that we were all guilty, to some extent or another, of letting this happen this time. Were some of the contents of these giant commits well worth their price, when they were finally debugged? Yes. I'm mainly arguing that they should have been more gradual in nature whenever possible. The number of "ambitious goals" achieved in 0.77 was huge... imho, many of them could have been broken up into smaller segments and gradually digested... and if release early, release often had been the norm, they would have been tested by the public... and fixed sooner. A "keep working on it in the dark" policy is a very bad one for Spring- it's a model from the commercial world that I do not think we should attempt to emulate. Instead, see the players in the same light as the QA testers hired by major firms. Relying on the few guys like me who keep an eye on things and are testing "outside the box" is not a good policy. What happens, for example, when I leave, or get busier?
2. If it wasn't for Bibim, we'd have been totally screwed, imho. If it wasn't for him providing binaries that allowed for at least *some* QA oversight, then we'd be in a really terrible situation right now. People were building various things that ran fine on their hardware, without much testing from anybody. We should all thank Bibim very much, for keeping us from having a disastrous release. Seriously... we owe him a lot. From what I observed, it appears that the debugging builds really helped there at the end- I'm not qualified to judge that, but that's what it looked like, to me.
3. Just looking through the SVN, it looks like there were a record number of commits where one person corrected the work of another. While I praise everybody for helping out and trying their best to keep the engine stable... I also get the distinct impression that in several instances, we had people working at cross-purposes. When that happens, a little public (non-flame) discussion would be good, to arrive at a strategy. Yes, this will slow things down a bit sometimes, but if there's a genuine conflict of interests, I think that things should be slowed down. Most of the time, on the major issues, such as SMT, I think that you guys did a very good job on this, I'm just saying that it should be a goal- "stealthy coding" or "ninja commits" is a very bad idea, even if the code itself is well-formed and commented adequately.
4. The no-end-in-sight policy discouraged other game developers from keeping abreast of what was going on, until the very end... and as a result, from what I can see, a lot of games are not functioning correctly as of release. When I read game developers saying, only one month ago, "hai, I heard u might be releasing soonish, what's happened"... that's a VERY BAD SIGN

5. Because we ended up relying on yourselves, Satirik, myself (and my beta-testers, who luckily were willing to be crazy guinea pigs) to perform QA, we undoubtedly missed a lot of bugs. I've tested P.U.R.E. in 0.77b2... it's fine. However, I was working within that environment the whole time, so I was as guilty of tunnel-vision as anybody else was. It worked fine for me... and I darn well didn't have time to test for BA or any other mods. I should have made time, and would have done so if I'd had a little advance notice before the release, but I did not.
6. Before a release... I think it would be good to give a public notice via the News, say three days, so that anybody who wants to test a SVN build can do so and report bugs. It shouldn't happen like this, where (at least here, on my end), we're cruising along, and I can see that a lot of little bugs have been fixed really, really fast... then OMG, we have a release.
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I expect the usual round of "what do you know" posts. Fine, I'm not really qualified to have an opinion about the engineering side- all I did was test and observe, and occasionally kick somebody's buttocks in public, to get a few things fixed.
But nobody should argue that a nearly 11-month cycle where nearly half of that time was spent in Limbo, due to major patches that went awry in various ways... was a paradigm we should repeat. As fine as this release is, and it *is* something you guys should all be proud of... the process by which it was made was not, in my opinion, a good one.
If you don't agree with my conclusions, please take a whack at looking at the problems of process we had here, and provide solutions. Don't waste my time yelling at me, basically- if I'm wrong, and none of what I said seems to pin it down correctly, fine, but these are my critiques from where I sat on this. Just explain your version, so that we're having a dialogue, not a flame war, which would be utterly pointless.
Lastly... no finger pointing. No bad actors were involved- this wasn't "somebody's fault". So far as I can tell, everybody did their best to get everything working, and in the end, it all worked out, and you guys built something that is so much more advanced that 0.76 that it will take months, if not a year, for everybody to fully appreciate it. As much of the new stuff as I tried to shoehorn into P.U.R.E., I cannot claim that I even scratched the surface.
So don't see this as a slam, but as an opportunity to review what happened, and why, and whether it could have been better.
Oh... and one last thing... I have a crazy idea. What if there was some way to put the latest commits and descriptions into RSS, and show it here on the Forum somewhere? I hate having to manually page through the SVN, reading through each commit note... and it would make the connection between Joe Game Designer and Joe Engine Coder a lot stronger, imo. Just a crazy idea, but I think that while the current SVN is "transparent" in terms of non-engineer access, it takes a lot of work to keep up and it could be displayed to stakeholders in a better way.