Is that scalable to real stuff though? At work we pretend out stuff is perfect and nobody is going to put their name on fixes because they are now the next support person for said fix. Open source has no expectation of support.
Unreal Engine could be said to do "real stuff" and their release notes are quite similar and very expansive. There is no names attached to anything, if I recall correctly, but otherwise the release notes they do are similar.
Release notes for unreal are auto generated from commit messages. Before the release, you are expected to go through your changes and exclude/clean up any commit messages, and tag them with a major and minor category. Tech writers (I believe) handle the "top of the page" docs.
Source: I worked for epic and contributed to a few engine versions.
Of course it is the cost is a fixed overhead per-bug. It may be expensive, but it is scalable.
Plus on an open source project it may be a great way to attract more developers and document how the software works internally which may pay for itself.
marginalia_nu|2 years ago
capableweb|2 years ago
maccard|2 years ago
Source: I worked for epic and contributed to a few engine versions.
atoav|2 years ago
lvass|2 years ago
kevincox|2 years ago
Plus on an open source project it may be a great way to attract more developers and document how the software works internally which may pay for itself.