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Blender Developers meeting notes, October 2, 2016

6

Here are the notes from today's 14 UTC meeting in irc.freenode.net #blendercoders.

1) Blender 2.78 release

  • The release is out! Thanks & congrats to everyone who helped!
  • Check the fantastic release logs, made by Marco Ardito and Pablo Vazquez:
    • There are reports about the Windows .msi installer, it gives an SDL error
      on first time expand. Second time things work. However, no developer could
      yet reproduce it.
  • Similar report came in from some OSX users; the way we bundle
    Python scripts make Apple tell you that the binary is corrupt (in fact
    it's just not well signed).
  • Martijn Berger and Ray Molenkamp are working on the above two topics.
  • Meanwhile, several nasty bugs were reported and fixed. Unfortunately that
    means we need to make an 'a' release again. We seem to never win this
    testing fight!
  • Next Sunday meeting a final decision on an update release will be made.

2) Other projects and 2.8

  • Blender will move to C++11. This has impact on the minimum OSX version we
    support (will become 10.8). Sergey Sharybin will mail the list with details
    why / how we do this.

The 2.8 Viewport project has launched! A couple of highlight notes:

  • Design proposal.
  • Dalai Felinto, Clement Foucault and Mike Erwin will be working as full time
    developers on the viewport project. The first two for Blender Institute, thanks
    to support by Tangent Animation Studios. Mike thanks to support from AMD.
  • Mike will publish a "how to help out with immediate mode" doc tomorrow.
  • Mike, Dalai and Clement will be attending the Blender Conference.
    Lubos Lenco (Armory3d) will do a presentation at the conference too.
  • Bastien Montagne posted a code blog update on Asset management and pipelines.
  • The upcoming Cycles workshop at the conference will also be a gathering of nearly everyone who contributed to Cycles, including representatives from Intel, AMD, Tangent Animation and SmithMicro.
  • Meeting confirms that there's agreement on postponing "Everything nodes" for a later 2.8 release. What we will tackle is viewport, assets + pipeline, workflow + UI, depsgraph + modifier recode.
  • There are a number of loose ends still, will be coming back in future meetings:
  • How to put back old hair/particles in 2.8, like in a big walled area ready for recode
  • Get the coders from BGE, UPBGE, Blend4web, Armory3d cooperate on Blender for game makers.
  • Related: logic editor upgrade. Inez Almeida is available to help.
  • Physics systems in Blender need maintenance and more maintainers.
  • What to do with generative modifiers like 'fracture'. Should be solved in modifier recode
  • Are we going to put all code work in one 2.8 branch together?

That's it for today!

-Ton-

About Author

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.

6 Comments

  1. I don't know if anyone who could consider this is reading these comments, but, I had a thought...

    What if you offered a month's free Blender Cloud for any unique bug found on a RC build of Blender?

    This would motivate people to bug hunt, as well as giving those who might not have subscribed before, a taste of cloudy goodness.

  2. "There are reports about the Windows .msi installer, it gives an SDL error
    on first time expand. Second time things work. However, no developer could
    yet reproduce it."

    Can confirm, had the same problem! Very odd. Minor issue I guess, but annoying.

  3. We should all be celebrating a 2.78a release. Seriously, this sort of instant re-issue shows the true dedication of the developers to give us bug-free software. I would be very happy to find myself installing 2.78g in a couple of months.

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