Long delays. Mostly because there are all sorts of things that I really don't want to say in a public, or semi-public forum. Hence a delay while I saved some stuff up.
Acceptable enough to keep me there, for now. If I can avoid enough interruptions to actually do the work, anyway. If I can't, well, it's all a bit of a waste of time, then, yes?
Making good on my promises to Dan and the Matts about reducing hours worked. Got it down to about 45 or so per week, which will probably have to do.
And now we are six, with conversions for the Mac underway, and a preliminarly exploration of BeOS requirements. Been churning through the code, being Pedantic-Guy(tm), adding consts and virtual keywords, and compiling with loads of warnings.
While it shouldn't really be important, we're advancing steadily towards Sourceforge's top-projects list, being the 45th this week, and 65th of 'all time'. Like I said, it shouldn't matter. But it does a bit. In that it is pleasing to the soul.
I wasn't even aware that g++ had -Weffc++ ... delightful!
More and more of the plot-critical things are being implemented. We're getting close to doing vehicles (wagons/ships) which were on the timetable for a while back, but they got pushed out by other things.
The pathfinders work very well most of the time now, and we can plug in pathfinding algorithms willy-nilly whenever we want to, with relative ease. It's even tempting to make them dynamic shared objects, but I can't find any good excuse for it. :) OO (when used properly (which is rarer than you might think, out in the industry) can be an unalloyed joy.
Next, some kind of integrated debugger for usecode. Hmmm.
Pneumonia and general illness. Pills, potions, powders. Cold weather.
Bonus points: Friends in the USA sent us two "Fog" snow-weight coats quite some time ago. I now have a good excuse to wear mine.