Blender 2.70 is starting to take shape. The team takes one more week to define the exact targets. So far, the following functionality has been agreed upon:
- Game Engine Level of Detail (code review)
- Cycles SSS on GPU, AO node, Volumes as experimental
- FPS viewport navigation
- Custom mesh normals
- Multithreaded depsgraph
Also, I’m super excited to read that Gooseberry will launch next year (early, from what I read)!
The new UI team kicks off with new keymap definitions, Brecht is exploring volumetrics for Cycles and Ton shares some more information on the use of the 2014 budget.
THIS is how I like to see the announcement of new features! Sebastian König demos the new Image Preview function for the plane tracker. The code is available in GIT now, you may be able to snag a build from Graphicall that already contains this feature.
Our developers now have a new home for version management and bug/project tracking. Also, the first ideas for 2.70 are surfacing.
Following the recent debates on Blender’s user interface, we now have an official user interface team! Brecht Van Lommel and Jonathan Williamson are in the lead.
The migration to the new developer platform is now complete, and preparations for Blender 2.70 have begun!
Lawrence D’Oliveiro presents a patch that allows YOU to pick which part the render will work on next. This is especially useful for complex scenes that take a LONG time to render.
Blender developers are migrating to the new GIT-based development system this week.
The developers are back from the conference and projects have restarted again! Main focus: the new GIT development environment.
After three release candidates, the Blender Foundation has now released a ‘stable’ Blender 2.69! If you haven’t already, take a look at the release log, and download a fresh copy here.