What will happen in Blender 2.8? Check out the full features recode list in this week's developer meeting notes!
Ton writes:
Below are the meeting notes from today's meeting in irc.freenode.net #blendercoders. Check meeting times in your local timezone.
**1) Removal/recode list for Blender 2.8 **
- This is the proposed list of features to recode in 2.8.
- Meeting agrees with the list in general, but not on how to get started with a 2.8 branch. That then will be a proposal sent to this list later, and/or decided on during next meeting.
- Possible strategy would be to radically cut things away, and bring it back one by
one. How this would look for viewport opinions differ on still. It also depends on
who does the work, and the final designs.- Campbell Barton will help coordinating the viewport project.
- Lukas Toenne already tested removal of old particle system. He notifies everyone that a new particle/hair system would be fully incompatible.
- Sergey Sharybin notes that he then also can more efficiently finish new depsgraph, making object updates fully thread-able from scratch (particles stop us from it)
**2) Release targets for 2.78 **
- Bastien Montagne updated the project list.
- As agreed on, no planning for 2.78 will be defined before a 2.8 branch is active.
3) Google summer of Code
- 20 april we have to submit the final student+mentor proposals to google
Two days later Google announces it!
14 Comments
What does "Unreal Shaders" mean on the spreadsheet? Are we going to be compatible with UE itself?
I was about to ask the same? Will you guys use Unreal shaders on viewport? how is that?
dunno about compatible with unreal itself (though it could happen sooner or later) but they're planning to recode the blender viewport and as part of that have it use the same sort of physically based realtime shading as UE uses. that said if it's set up the same way i don't see why it wouldn't make it fairly simple for someone to at least make an exporter for materials and such and since UE is opensource now i don't see why someone couldn't enable .blend files to be readable by UE.
i believe the old notes and such that i read a while back said it would be based on UE shaders but don't quote me on that since i could just be remembering wrong... or since UE is opensource now (and the source is available on github) they may actually be implementing that part of the UE code into blender if the opensource rights licenses allow for the two to be used together.
UE is not Open Source. It is more open code. You can look at the code, makes changes to the code. If you want to ship the code, then you have to agree to a not OS approved license that is not compatible with Blender's current license.
This doesn't mean that Epic can't contribute their code to Blender, but I haven't heard of anything like that happening.
well, guess that's what i get for reading a few misinformed articles rather than actually looking up whatever license they're using myself.
If you want the full info, also check once a while on the http://code.blender.org blog.
We wrote quite more info there about what "unreal shaders" means.
In short: we will use their design (they way it works). Not the code.
This is my favorite part of the week. I am on the edge of my seat watching these advancements. To 2.8 and beyond!
Still concerned about VSE.
Me too.
concerned about it why?
i'll just be keeping an old version of blender around to use the VSE while it isn't available if it does get removed temporarily. it certainly won't get removed permanently since many of us (and Ton himself) think it's a great asset for blender.
plus, it isn't really one of those things that needs to be integrated with the latest and greatest updates in blender to get it's job done.
I've heard a few suggestions that it might be removed permanently, though I'm pleased to hear that's not the current plan.
The meeting log assumes people are update on the previous logs and follow the discussions on the main developers mailing list. I'd welcome someone to reword logs in a way you can read it without prior knowledge.
In short: when we talk about removing code it is meant to be a practical way to put it back in a much better state, easier than recoding something gradually while it has to keep working. This is why we do 2.8, to make a bigger leap than usual.
Thanks for the reply, Ton (and you know... just everything really)!
I think it was some discussion on https://code.blender.org/2015/11/the-2-8-project-for-developers/ that first got me a bit worried about the VSE being permanently removed, but I'll admit I'm not as up to date on all the ins and outs of development these days. Not trying to complain though. You guys all do an unbelievably great job and I love Blender to bits.
I'm trying to keep the project up to date as I can, but I must admit I only follow this notes and not the mail list.
Is just it is a feature I use a lot, and right know all is in the air.
I have total confidence in all your work, I suppose I just wanted to state that it's a feature some of us care.
Thanks for all the hard work, and the reply!