Yes, obviously all code work will remain public, and in our git repo 
(most likely, as Ton said, in a dedicated 2.80 branch, so that we keep 
master for stable minor updates).

Le 20/07/2015 20:26, matmenu a écrit :
> 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
>>
>>
>>
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