satyr 0.2

I figured several things after the last/first release. One of those is that one can't try to pull a beta of your first releases. Betas are for well stablished pieces of code which are supposed to be rock solid; initial releases not. Another thing I figured out (or actually remembered) is that old saying: release early, release often.

So instead of a 0.1 'official' release, where all the bugs are nailed down in their coffins and everything is as peachy and rock solid as a peachy huge rock (like the Mount Fitz Roy1, for instance), and only 13 days later than the initial release, we get another messy release: satyr-0.2, codenamed "I love when two branches come together", is out.

This time we got that pharaonic refactoring I mentioned in the last release, which means that skins are very independient from the rest of the app, which is good for skins developers and the core developers, even if those sets are equal and only contain me.

From the user point of view, the complex skin is nicer to see (column widths and headers, OMG!) and it also allows tag editing. Yes, because we have tag editing! Right now the only way to fire the edition is to start typing, which will erase previous data, but don't worry, I plan to nail that soon. At least it's usefull for filling up new tags. I also fixed the bug which prevented this skin to highlight which is being played. Lastly but not leastly, the complex skin has a seek bar, and the code got tons of cleanups.

So, that's it. It's out, go grab it!


  1. Right now I would consider satyr just a small peeble in a highway, only noticeable if some huge truck picks it up with its wheels and throws it to your windshield. But I plan to reach at least to be a sizable rock such as that one found near one of the Vikings in Mars.