This weekend, all the Entertainer developers got together and sprinted again. This month's sprint had TONS more work done, as we pushed through to get closer to a 0.1 release. I wouldn't say we'll see that 0.1 release in the next month, but we are much closer now.
Joshua worked on getting a working weather module into Entertainer. The 'Weather' option in the main screen has always led to a blank screen. Currently, the 'Weather' option is gone from the main screen, but only because the UI is being worked on, and the flow that will be followed to set up weather is being worked out. However, the backend code has been completed, and it's ready to be used once those issues are worked out.
Lauri refactored TONS of the UI code, to make it more readable (I will agree it is more readable now), and the UI now features navigation tabs to make things a little clearer to the user. The UI has been a source of much deliberation between developers since one of the main goals of Entertainer is to make it "so easy a caveman can do it." Lauri has done a wonderful job at paying attention to the small details that push Entertainer that extra mile.
Matt has also been working tirelessly to get the clutter API figured out, and has been fixing bugs and writing more tests. It's getting to the point that he owns more of the test framework than anyone else, and he probably knows more of the codebase than anyone now, since he's been writing most of the unit tests to bring our coverage up.
I've been working tirelessly on a side branch, out of everyone's way, so my work wasn't seen much. The current backend for Entertainer has needed some love for a quite a while, so I've been making a LARGE rafactoring effort there. The new backend will feature an ORM, so that it's easier to write tests against our database, as well as easier to work communicate with the database. It'll also feature a refactored and redesigned schema that will allow for quicker access to the database.
As for development stats, we saw 38 commits overall (revs 276-314), comprising of 1,837 new lines of code, and 1,723 changed lines of code. Most of that code was refactoring, so we only saw one new test all weekend (although I believe the release of a certain video game may have hampered development on that front.... :)


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