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# Pull request
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Start a GitHub pull request to merge your topic branch into the [main repository's master branch](https://github.com/Microsoft/HoloToolkit-Unity/tree/master).
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Start a GitHub pull request to merge your topic branch into the [main repository's Dev_Working_Branch](https://github.com/Microsoft/HoloToolkit-Unity/tree/Dev_Working_Branch).
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(If you are a Microsoft employee and are not a member of the [Microsoft organization on GitHub](https://github.com/Microsoft) yet, please link your Microsoft and GitHub accounts on corpnet by visiting [Open Source at Microsoft](https://opensource.microsoft.com/) before you start your pull request. There's some process stuff you'll need to do ahead of time.)
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If you haven't contributed to a Microsoft project before, you may be asked to sign a [contribution license agreement](https://cla.microsoft.com/).
> Check out the MRTK [Roadmap](/Roadmap.md) for Unity.
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> Check out the updates from the [Fall Creators update](/FallCreatorsUpdate.md) for Windows Mixed Reality.
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> Check out the [Breaking Changes](/BreakingChanges.md) from the previous release.
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Check out the [Examples](/Assets/HoloToolkit-Examples) folder for more details.
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# Roadmaps
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### Master branch
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| Target Unity release | Release timeframe | Master release tag | Toolkit release features |
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| --- | --- | --- | --- |
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| 2017.2.0 | (current) | v1.2017.2.0 | <ul><li>Updated master with Windows Mixed Reality support (xR namespace).</li><li>RI Dev_Unity_2017.2.0 into master.</li><li>Toolkit will work on both HoloLens and immersive headsets.</li><li>Windows Mixed Reality motion controller support.</li></ul>|
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| 2017.3.0 | End Dec 2017 | v1.2017.3.0 | <ul><li>360 video player prefabs.</li><li>Scriptable foveated rendering prefabs.</li></ul>|
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### Dev_Unity_2017.2.0 branch
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| Target Unity release | Release timeframe | Branch release tag | Branch pre-release features | Status |
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| --- | --- | --- | --- | --- |
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| 2017.2.1 | Mid Oct 2017 | v1.Dev.2017.2.1 | <ul><li>Merge branch into master.</li></ul>| Complete |
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# Future work planning
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- Updating landing page for the ReadMe.md to help app developers find content better.
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- Updating API documentation using tools like Doxygen and not writing them manually. This is something we will work with all of you on.
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- Update Wiki to host API documentation instead.
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- Move reusable features from [Mixed Reality Design Labs](https://github.com/Microsoft/MRDesignLabs_Unity) project into toolkit.
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- Improved samples and test cases
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# Release cadence
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### Master branch
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-**Master branch releases** will align with **major Unity releases marking a release every 3 months**. Please read the [Unity roadmap](https://unity3d.com/unity/roadmap).
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- Each release will be marked as a GitHub [release tag](https://github.com/Microsoft/HoloToolkit-Unity/releases). You can consume this release by:
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- Using the zip file available in the release notes
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- Unity packages available in the release notes
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- Syncing to the specific git tag you would like to lock on.
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- Release tag name convention: v1.Unity release major number.Unity release minor number.Iteration number
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- For example: For Unity version 2017.1.0 our release tag would be **v1.2017.1.0**
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- If we marked another release with the same Unity version: **v1.2017.1.1**
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- Unity packages for each release will be published to the Unity asset store.
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- Unity packages for each feature area like Input/SpatialMapping will also be added to the release notes.
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- Academy content will be updated with each major toolkit release.
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### Development branches
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- Development branches are great for incubating features before they make their way into master.
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- These branches can be feature work or experimental features.
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- Development branches might not be on the same Unity versions as master.
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- For being merged into Master the dev branch will have to follow the cadence laid out for master.
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- Development branches might choose to mark releases on a faster cadence based on customer/project needs.
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- Recommend marking a development branch tag every 2 weeks as needed to ensure stability before making up to master.
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- Development branches might be deleted once merged into master. If more work is pending, it's ok to continue working in them.
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**External\How To** docs folder is meant to help everyone with migrating forward or any simple doubts they might have about the process.
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Please feel free to grow all these sections. We can't wait to see your additions!
| Target Unity release | Release timeframe | Master release tag | Toolkit release features |
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| --- | --- | --- | --- |
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| 2017.2.0 | COMPLETED | v1.2017.2.0 | <ul><li>Updated master with Windows Mixed Reality support (xR namespace).</li><li>RI Dev_Unity_2017.2.0 into master.</li><li>Toolkit will work on both HoloLens and immersive headsets.</li><li>Windows Mixed Reality motion controller support.</li></ul>|
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| 2017.3.0 | End Dec 2017 | 2017.3.0 | <ul><li>360 video player prefabs.</li><li>Scriptable foveated rendering prefabs.</li></ul>|
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### Dev_Unity_2017.2.0 branch - COMPLETED
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| Target Unity release | Release timeframe | Branch release tag | Branch pre-release features | Status |
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| --- | --- | --- | --- | --- |
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| 2017.2.1 | Mid Oct 2017 | v1.Dev.2017.2.1 | <ul><li>Merge branch into master.</li></ul>| COMPLETED |
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# Future work planning
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- Automated build for MRTK-Unity.
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- Unity packages for each release will be published to the Unity asset store.
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- Unity packages for each feature area like Input/SpatialMapping will also be added to the release notes. More work needs to happen to ensure feature areas don't have cross dependencies.
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-[Academy content](https://github.com/Microsoft/HolographicAcademy) will be updated with each major toolkit release.
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- Updating API documentation using tools like Doxygen and not writing them manually. This is something we will work with all of you on.
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- Update Wiki to host API documentation instead.
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- Move reusable features from [Mixed Reality Design Labs](https://github.com/Microsoft/MRDesignLabs_Unity) project into toolkit.
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- Improved samples and test cases
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# Release cadence
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### Master branch
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-**No direct PR's into master branch.** It will be locked and only merges from stable development branches will be taken.
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- Exception will be major bug fixes on a case by case basis.
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- Please use the [working development branch](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/Dev_Working_Branch) for daily feature work.
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-[Working development branch](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/Dev_Working_Branch) will be snapshot every 3 weeks for stabilization into a separate branch. Working branch will still be open for contributions.
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- That stabilization branch will be worked on for at least 1 week.
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- Only bug fixes will be accepted in the stabilization branch before being merged into master.
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-**Master branch releases** will align with **major Unity releases marking a release every 3 months**. Please read the [Unity roadmap](https://unity3d.com/unity/roadmap).
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- Each release will be marked as a GitHub [release tag](https://github.com/Microsoft/HoloToolkit-Unity/releases). You can consume this release by:
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- Using the zip file available in the release notes
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- Unity packages available in the release notes
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- Syncing to the specific git tag you would like to lock on.
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- Release tag name convention: <Unityreleasemajornumber>.<Unityreleaseminornumber>.Iteration number
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- For example: For Unity version 2017.1.0 our release tag would be **2017.1.0.0**
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- If we marked another release with the same Unity version: **2017.1.0.1**
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### Development branches
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- Development branches are great for incubating features before they make their way into master.
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- These branches can be feature work or experimental features.
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- Development branches might not be on the same Unity versions as master.
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- For being merged into Master the dev branch will have to follow the cadence laid out for master.
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- Development branches might choose to mark releases on a faster cadence based on customer/project needs.
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- Recommend marking a development branch tag every 2-3 weeks as needed to ensure stability before making up to master.
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- Development branches might be deleted once merged into master. If more work is pending, it's ok to continue working in them.
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