Currently, Grid uses build numbers alone as indicated on its site and indicated by Vertex Adventure's internal repository on Bitbucket, because we're in a pre-alpha stage.
After the Entity Synchronization milestone, we'll officially be moving into an alpha/beta phase, and be stable with some features left to be desired, such as entity animations, and final additions to the GUI subsystem. There will not be a feature freeze at this point.
It's at this time, Grid will be 1.0.0-beta, with the Entity Animations milestone following as 1.1.0. 1.0.0-beta will be the start of us releasing binaries on GitHub in the Releases section.
I want to thank the developers at Facepunch, most notably the veterans from WAYWO who have encouraged me in Grid and Vertex Adventure's development since 2013 as a side project in my spare time, and the contributors who have helped along the way, including former volunteers from Team Sandbox and the Half-Life 2: Sandbox project.
Currently, Grid uses build numbers alone as indicated on its site and indicated by Vertex Adventure's internal repository on Bitbucket, because we're in a pre-alpha stage.
After the Entity Synchronization milestone, we'll officially be moving into an alpha/beta phase, and be stable with some features left to be desired, such as entity animations, and final additions to the GUI subsystem. There will not be a feature freeze at this point.
It's at this time, Grid will be 1.0.0-beta, with the Entity Animations milestone following as 1.1.0. 1.0.0-beta will be the start of us releasing binaries on GitHub in the Releases section.
I want to thank the developers at Facepunch, most notably the veterans from WAYWO who have encouraged me in Grid and Vertex Adventure's development since 2013 as a side project in my spare time, and the contributors who have helped along the way, including former volunteers from Team Sandbox and the Half-Life 2: Sandbox project.