Tom and Campbell will fill in the wiki todo for mesh, sculpt, sequencer
Mesh retopo: Angela (Durian team) missed it in 2.5, used 2.4 to make a first character remodeling. The retopo snap-to-Z feature is still much wanted. Nicholas, who coded it, rather not just moves the code over, too horrible. Martin checks on having it as a Transform Snap version.
Macro-ing operators still needs work. (like for extrude, loopcut). Is on todo list.
Meeting agrees on sticking to 2.49 compatible hotkeys in the hardcoded (C code) keymap, at least for the first 2.5 beta. Some exceptions exist, but will be kept minimal.
We also make a shortlist of 2.5 features to not enable in the first beta build. Some operators are only for test ("split region"), others are unfinished ("duplicate window" lacks proper local context).
Once we have the detailed picture, a date for the beta build will be picked. Currently unknown, and quite uncertain if that's around Blender Conference (2-3 weeks).
Topic comes back next meeting and on mailing list.
The 2.5 project work itself
Note: Python scripts for menus or buttons should strictly use the Operator names themselves. In case the menu then becomes ugly, like with 10 items starting with Select, we'll either solve that in code, or with an additional Operator feature.
This is important to keep it all fit for future interface translation work.
Primitives; Tom Musgrove did a proposal for gathering custom materials, meshes and rigs in Blender. He will work on this with Jason van Gumster. Idea is to first collect good examples, and then work with a developer on the best integration code.
***** Other Blender projects
Nicholas Bishop mentions Sculpt speedup progress, testing VBO support.
Arystan proposed to add his first test with rigid body support (via Bullet) in svn. Meeting preferred him to use his own branch first, and also make a nice doc describing proposal of how Bullet will work with our physics and animation system. Very promising!
Damien reported (via email) that a Blender Cocoa 32 bits version is nearly done. Port work to 64 bits has more issues still, but mostly related to getting the right libraries compiled.
Test build is available already on GraphicAll