Hi Ton, It sounds really good. It's good proof that you actually know what your community needs :) Just a small question about the year break: will it be done on the official GIT so that we can still follow and help with feedbacks on the branches we are interested in? Regards, Mat
Am 20/07/2015 um 15:49 schrieb Ton Roosendaal: > Hi all, > > (also posted on http://code.blender.org) > This is a proposal for work focus on blender.org for the coming year. > > I've written this because we keep missing bigger development targets - we > don't have enough time for larger projects. Instead too much time goes to > releases, bug fixing, reviews, maintenance and support topics. The bug and > patch tracker duties are keeping the best of our developers away from their > own targets. As a result we then don't have time for design docs, for > planning, logs and in-depth sessions with the module teams, and have no time > for the artists who are involved to make sure we're well aligned and know > what to do. I think everyone has noticed that we're floating too much, things > are not clear. Where are we heading? Who does what, and how do we decide on > things? > > So - it's time to act and gather the troops to refocus and get back energy, > to maximize involvement from everyone who's active in blender.org and make > sure Blender can survive for many more years. > > ----- Blender 2.8 - Workflow release ----- > > Just like for 2.5, the proposal would be to take a bigger leap to a bigger > release by not releasing for a year. The 2.76 release then would be the last > 'real' version we do until 2.80 somewhere in 2016. > > Obviously, for the crucial fixes and smaller (stable) features we can do > update releases 2.77, 2.78 and 2.79. > > Topics to finish for 2.8 could be: > > - UI work: wrap up Python configurability project, make Workflow based > configuring possible > Proof of concept: the stripped "Blender 101" for high school kids. > - Viewport project, including a PBR quality engine/editor that could replace > BI and GE render. > - A better designed integration of physics simulation in Blender > - Invite the GE team to rethink game logic editing, to use viewport and new > physics > - Don't add the half finished Gooseberry targets but take the time needed to > code it well: > Particle nodes, hair nodes, simulation nodes, modifier nodes... > - Asset managing and browsing, linking, references, external files in general. > - Integration in non Blender pipelines. > > Practical considerations: > > - Move development to special 2.8 branch(es) > - Module teams are empowered to cleanup quite radically and get rid of legacy > code. > - The 2.8 series is allowed to be not 100% compatible with 2.7x. (Physics, > particles, games). > - Spend time on organizing ourselves better, agreed designs should lead to > more empowerment. > > And some core principles to agree on: > > - We reconfirm and where needed update the 2.5 spec docs. > - Stick to existing Blender data structures and code design for as much as > possible. > - Make Blender ready to survive until 2020, but... > ... start collecting the list of bigger redesign issues we need to for a > 3.0 project > - Bring back the fun in Blender coding! :) > > The code.blender.org article for the roadmap of 2014-2015 is still valid in > my opinion. We just need to take a break of 9-12 months now, to make it work > for real. > Blender 2.8 Workflow Sprint > > In the coming months we can discuss and review the plans and make sure we're > 100% aligned on the 2.8 targets and for other work during the coming years. > We should also meet and have good feedback sessions on it. So I propose to > use the Blender Conference in October as a deadline, and organize a workshop > in the week before. > > - Four days of workshops and design sessions, in the week before Blender > Conference. > - Travel and hotel covered for by BF (and Dev Fund, or a new fund raiser?) > - We should try to get someone from every (active, involved) module team on > board. Also key user/contributors have to be on board. But it's also more > efficient to keep it compact. > - Proposal: we do this invitation-only: First we invite the 5 most active > contributors of past years. Together they then invite persons more, until we > have 12 (?) people. > - Sprint sessions can be in parallel too - UI, Viewport, Physics, etc. Let's > make it public as good as possible. > - The Sprint results get presented and reviewed during further on sessions > during the Blender Conference. > > Seven years ago, back in 2008, we also took a break of over a year, to get > the 2.5 project started up. It was a very exciting period where a lot of new > things were possible and could happen, even though we didn't finish > everything... it gave us quite a solid foundation to build on, attracting a > lot of new developers and great features. > I realize we have to realistic now, not everything will possible. But we also > shouldn't stop dreaming up a good future for Blender. Let's take a break from > our demanding release cycle, rethink it all, but not for too long. Let's > cherish what we agree on and enjoy the freedom of a configurable workflow > that will enable you to do what you think is best... for making 3d art, > games, film and animation! > > Feedback very welcome! > > -Ton- > > -------------------------------------------------------- > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation - Producer Blender Institute > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers