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Developer Meeting Notes, November 18, 2012

10

Blender 2.65 seems to be coming along nicely with a first test build planned for next week.  Also, OSL (Open Shading Language - see this demo) is working on all platforms now!

Brecht van Lommel writes:

Hi all,

Notes from today's meeting in irc.freenode.net #blendercoders

a) 2.65 Release Status

  • We will do a test build next week, tuesday earliest, but may be a few days later. Only OSL bugs and build issues are holding it up now, should be solved in the next days.

b) Last week

  • Sergey finished image threading safe improvements. Needs more speed tests of Blender Internal with multi-core system (especially OSX run on Xeon stations which was an issue in the past)
  • Sergey and Bastien wrote a script which installs and compiles dependencies for linux. This script replaces pre-compiled libraries from the svn. Wiki pages were updated.
  • OS X 10.8 + boost::locale + OCIO issue should be solved now, by using the 10.7 SDK for builds.
  • OSL is now supposed to be working for all platforms expect for the issues mentioned below. Thanks all for the hard work, seems this was a somewhat painful experience :)

c) Next week

  • Test build! We'll let platform maintainers know when we're ready.
  • Brecht looks into OSL issues and getting cycles motion blur working on GPU. OSL building still has 3 issues to solve: some crashes on windows (connecting float to color socket), scons link errors on windows, and 32 bit not working on mac.
  • Sergey will spend time on motion tracker, solving issues with masked tracking.
  • Thomas works on release notes for test build.

To all developers: please check bug tracker for important bugs, and add release notes for big features you added!

d) Other Projects

  • Nicholas reports progress is being made on dyntopo, it's much more stable now than a week or two ago.
  • Howard mentions he will likely merge bridge tool improvements from summer of code for the 2.66 release.

Thanks, Brecht.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

10 Comments

    • a. Never had selection problems, probably, because never used anti-aliasing in viewport (judging by discussion). Turning it off doesn't help?

      b. Nice to have but it's far from being modest or everyday need feature.
      I'd say a proper alpha of refractive shader (so the output image maintains transparency) is. BUT it's because I need it relatively often. It doesn't make it universally mandatory. Again - finished particle fluids or existing fluid improvement would be nice and the list goes on and on. And it will forever. So it seems it's about the balance and practicality. And it seems to be kept quite good.

    • +1 - What would be really cool would be to have the option of having each blur pass use a lower sample rate to speed things up (and possibly getting lower again for each pass as it gets further away from the current frame)

  1. Blender 2.6 has turned a major corner in just the last four updates. It has most of the functionality of 2.49 back in the trunk, including the improved knife tool, the playback button for animation and, with 2.64, it regained the ability to remember the last used settings for each function... checkboxes, number of default vertices for various primitives -- nearly everything is now trunked except for the old selective bevel procedure. Dare we hope for it by 2.66a?

  2. Hi
    I always wait for next version of blender and when it release to see what is new.
    Thanks everybody
    and Thank Blender foundation and special Thank Blender developers.

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