[Bf-committers] [BGE Proposal] Improvement of dupli-groups for better workflow, new features, missing stuff (with working implementation)

2011-06-20 Thread Martin Sell
Hi there!

I'm currently working on improvements for linked groups. The way of 
using them brings a lot of power to the gameengine (e.g. build up 
reusable libraries, hide implementation detail) but also lacks some 
missing features.


1) first part: group references

At the moment, you can't detect at runtime if the object controller 
owner is part of a group. The duplicating object also doesn't know about 
its group members. There is no (easy) way to get the necessary 
references. My proposal is to provide an improved interface for 
KX_GameObjects. Here you can find the complete proposal:

http://de.wikibooks.org/wiki/Benutzer:Moerdn/_Blender_2.5_Feature_Proposal

I've already implemented this small feature and it would be nice if the 
BGE devs could take a closer look. This page also contains patches, a 
windows build and some links to youtube that demonstrates some of the 
possibilities. As you can see in the videos, it makes live for BGE 
artists and programmers a lot easier. (e.g. parent instances together or 
use properties as 'constructor' to parametrise these instances to allow 
creating different behaviour for every single instance)


2) second part: working rigid body constraints for group instances

At the moment it is not possible to use constraints with instanced 
groups. They are completely ignored during the process of replication. 
It would be nice to get this missing feature for blender gameengine. 
Here you can read the full feature proposal:
https://gitorious.org/bge-sandbox/pages/GroupCons

I've also implemented this feature as a quick demonstration. Almost all 
of the physic constraints demos works well so far (simple hinge, 
trampoline, complex ragdolls ..) All relevant links to files (builds, 
videos, test blendfiles) and a discussion is posted to blenderartists:
http://blenderartists.org/forum/showthread.php?220666-BGE-proposal-group-references-and-workflow-improvements-%28discussion-testbuilds%29


All of my coding stuff could also be visited on gitorious:
https://gitorious.org/~moerdn/blenderprojects/moerdn-bge-sandbox
relevant branches at the moment:
group-ref
group-cons

I'm very interested in improving BGE with some smaller things to get 
closer to the code base. It would be very nice to get some feedback. 
Thanks for reading!

best regards,
moerdn
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Re: [Bf-committers] Blender developers irc meeting minutes, 19 june 2011

2011-06-20 Thread Thomas Dinges
Hey,
I disagree here.
As this is a real release, it is inevitable to do a freeze for a day at 
least and check on the status of Trunk and run the regression files.
I thought we agreed on more strict freezes and tests right before a 
release?

I also want to remind everyone about this wiki page: 
http://wiki.blender.org/index.php/Dev:Ref/Release_Checklist
It's not finished yet, but should be up to date (starting with Checklist)

Regards,
Thomas

Am 19.06.2011 17:50, schrieb Ton Roosendaal:
 - To respect our bimonthly release schedule, proposal is:
 - call for a 2.58 this tuesday, release 1-2 days after (no real
 freeze needed)


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Re: [Bf-committers] Blender developers irc meeting minutes, 19 june 2011

2011-06-20 Thread Ton Roosendaal
Hi Thomas,

I might have worded it too informal. :)

For sure we should do the testing well; but it seemed to me the  
current commits are mostly related to bugfix and stabilizing anyway. A  
short freeze of 2 days for everyone to not add 'new' stuff is  
obviously assumed, but real bug fixing can continue.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 20 Jun, 2011, at 11:00, Thomas Dinges wrote:

 Hey,
 I disagree here.
 As this is a real release, it is inevitable to do a freeze for a day  
 at
 least and check on the status of Trunk and run the regression files.
 I thought we agreed on more strict freezes and tests right before a
 release?

 I also want to remind everyone about this wiki page:
 http://wiki.blender.org/index.php/Dev:Ref/Release_Checklist
 It's not finished yet, but should be up to date (starting with  
 Checklist)

 Regards,
 Thomas

 Am 19.06.2011 17:50, schrieb Ton Roosendaal:
 - To respect our bimonthly release schedule, proposal is:
- call for a 2.58 this tuesday, release 1-2 days after (no real
 freeze needed)


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Re: [Bf-committers] [BGE Proposal] Improvement of dupli-groups for better workflow, new features, missing stuff (with working implementation)

2011-06-20 Thread Alex Fraser
Hi Martin,

On Mon, Jun 20, 2011 at 6:31 PM, Martin Sell m.sel...@stud.fh-sm.de wrote:
 1) first part: group references

 At the moment, you can't detect at runtime if the object controller
 owner is part of a group. The duplicating object also doesn't know about
 its group members. There is no (easy) way to get the necessary
 references. My proposal is to provide an improved interface for
 KX_GameObjects. Here you can find the complete proposal:

 http://de.wikibooks.org/wiki/Benutzer:Moerdn/_Blender_2.5_Feature_Proposal

+1, this would be very useful. In the past I have wanted to access
properties defined on the pivot. Your proposal meets that need.

Please keep parenting instances to the pivot optional - in many of my
groups, I want the objects to act independently. I see from your
videos that parenting needs to be done after instantiation with a
script; that's fine with me. We could add an option in the GUI to
automate that at a later date.

My only suggestion is to change the terminology: pivot implies that
the objects are parented to it. How about renaming pivot to group,
and instance to member?

 I've already implemented this small feature and it would be nice if the
 BGE devs could take a closer look. This page also contains patches, a
 windows build and some links to youtube that demonstrates some of the
 possibilities.

I haven't tried your patch yet, but the videos look great.

Cheers,
Alex
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Re: [Bf-committers] [BGE Proposal] Improvement of dupli-groups for better workflow, new features, missing stuff (with working implementation)

2011-06-20 Thread Martin Sell
Hi Alex, thanks for you reply.
 Please keep parenting instances to the pivot optional - in many of my
 groups, I want the objects to act independently. I see from your
 videos that parenting needs to be done after instantiation with a
 script; that's fine with me.
This is entirely optional and just one use case to demonstrate this 
feature. But your right, any restrictions like parenting by default 
wouldn't make any sense.
 We could add an option in the GUI to
 automate that at a later date.
This is also one thing that I have in mind. Would make the work with 
groups even more user friendly and automated.

 My only suggestion is to change the terminology: pivot implies that
 the objects are parented to it. How about renaming pivot to group,
 and instance to member?
This could be easily done. 'instances' is a list of all members so the 
equivalent api property would be con.owner.members.
obj.members
obj.group

If you want to try it, just grab the windows 32 bit build and example 
files that shows the feature in action.
I could also make a Linux Build as well, but I'm not sure how to build 
it as dependency free as possible. Any further hints and suggestions are 
welcome.

Thanks for your interest and your time.

Regards,
moerdn
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Re: [Bf-committers] Environment Map Rendering

2011-06-20 Thread pete larabell
Jai,

Maybe I'm misunderstanding what exactly you want, but it seems to me
you are really asking about reflections, and not environment maps.
Env. Maps are exactly as their name suggests, maps. They are simply
images, 2d, that are used as textures with specially crafted UV
coordinate generation to make them look like they are reflections. An
env. map doesn't actually reflect anything from the scene at all,
volumetric or not.

Can you perhaps send URL an example .blend file that clearly
illustrates what you are doing now, along with a complete description
of what you'd like it to do in the future?

fyi, I'm not saying I have time to implement another new feature, I'm
just hoping further clarification will help you find someone who has
time to do so.

Cheers!
Peter

On Sun, Jun 19, 2011 at 5:34 AM, Jai Ljubić jaikk...@gmail.com wrote:
 Hi, I'm new to lists so forgive me if I've sent the wrong sort of thing
 to the wrong place or any other faux pas. I require some improvements to
 environment map rendering, and willing to offer the little money I have.
 Things such as volumetric objects appearing in envmap renders is what I
 need done. I understand the developers plan to make these improvements
 but it would be a great help if it were available sooner rather than
 later. Is anyone initially interested in making an arrangement?

 Jai Lee Ljubić
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Re: [Bf-committers] [BGE PROPOSAL] Saving converted scenes

2011-06-20 Thread pete larabell
I'm not commenting on whether or not the approach is correct, but in
the chance that the approach is correct:

bump up version number char[3] to a char[4] since there are 2.49 and
2.49a and 2.49b and things of that nature. If a file structure was to
slightly change between such releases it'd be worth that extra byte to
go ahead and store that too.

On Sun, Jun 19, 2011 at 5:42 AM, Trouble Maker maker...@gmail.com wrote:
 Hi,

 i made a more detailed proposal for saving converted scenes to file. You can
 find it here
 http://wiki.blender.org/index.php/User:Makers_F/Save_converted_BGE_data_out_to_a_file

 There are still some thing undefined, but i would really like to know if i
 took a good path for doing this,
 or there are better methods.
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Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-20 Thread François T .
about workaround, I asked DingTo to change the max value of the Ortho Size
parameter in Blender.
So if you set the camera to Ortho and the Ortho size the same value as the
Resolution_x of your camera (render settings). 1 pixel on your screen
becomes 1 blender unit. which can be useful for this kind of stuff
(subtitles, ... ).
It was possible before, but the limit was up to 1000, which means at the
time you could only do that with SD footages. Now the limit is up to 4K.
(but it might need to be 10K actually since I believe it is the limit of
Resolution_x, just to keep it consistant)

cheers,

F


2011/6/19 Vilem Novak pildano...@post.cz

 hello, I dont have here a pepper build to test the new titles tool,
 but I want to say it is very very welcome.

 Regarding the python solution, I allready coded an addon which adds
 subtitles from templates(first version):

 http://blenderartists.org/forum/showthread.php?213402-Sequencer-subtitles-addonhighlight=subtitle

 since I often do some simple subtitling work for low budget projects. The
 addon has the advantage of simple template
  creation, but its not possible to have the titles animated.
 It was very first version which I didnt finish because
 I was forced to switch to another NLE in the work where I needed it,
 there is preliminary support for srt reading too.

 Regarding a proposal about ideal subtitle adding, I would imagine subtitle
 strips having associated templates and several
 animatable properties(e.g. rollspeed), where the templates would be blender
 scenes which would render in background and
  the few animatable properties would be somehow marked so that the title
 engine can recognise them and make them part
 of the strip.

 Cheers Vilem




   Původní zpráva 
  Od: François T. francoistarl...@gmail.com
  Předmět: Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537]
  branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==
  Datum: 19.6.2011 09:18:44
  
  huge +1
 
  2011/6/16 Matt Ebb m...@mke3.net
 
   Personally, I think a text strip has been sorely missing from the
 sequencer
   (and compositor) for a while, and it's great to see it added. Doing it
 via
   blender scenes and python is a really slow, nasty overcomplicated way
 of
   doing something which really should be quite simple, and is a really
   simple,
   common, basic tool in most other editors.
  
   Editing the text from the sequence editor interface and having it
 rendered
   directly to a strip is the fastest and best way of having such a
 feature,
   and it's something I would have loved to have had plenty of times.
 Note: I
   haven't tried the current patch but it would be best as a generalised
 'text
   strip' rather than anything aimed specifically at title cards, with
   properties like text box height and width, and typographic/paragraph
   controls too.
  
   cheers
  
   Matt
  
  
  
   On Thu, Jun 16, 2011 at 9:26 PM, Joshua Leung aligor...@gmail.com
 wrote:
  
Hey Peter,
   
Cheers for the feedback!
   
Indeed, as I started to pick through things, the issues faced by
 users
who would want to use this as a base on which to start extending it
 in
some ways did come up. Sure, a script which sets up a generic
 template
would be nice in this situation, and is one way I'd thought of doing
it.
   
Some factors which made me favour this approach though were that:
1) Using this approach, we let automation take over making sure that
the text fits and is aligned nicely in frame when things change. From
experience, I've ended up scaling and re scaling text, moving it all
over the place trying to get it to fit and be in frame. Registering a
special operator for this, and/or trying to find somewhere decent to
put it so that it can be easily found is an issue.
   
2) Text colours can be set in one place with this method, without
fudging with material settings (and doing material-unlink dances
 after
copying some text and deciding you want it a different colour - then
again here, the level of control over this stuff is entirely
hardcoded)
   
3) AFAIK, scene strips were synonymous with constantly being
re-rendered and re-evaluated every single time they're encountered,
when doing scene evaluation combined with rendering is a
 comparatively
sluggish process for Blender. The alternative would have been to
 force
people to always render these out to image files (something that I'm
trying to avoid here) before they could be used.  (*1)
   
4) With this approach, including text in the sequencer feels more
 like
a first-class entity than just a weirdo heavy-duty workflow, where
you have a proliferation of scene strips in your timeline which are
essentially just there to display text (but outwardly don't
communicate this)
   
5) There's also the issue of a buildup of scene files in the 

Re: [Bf-committers] Environment Map Rendering

2011-06-20 Thread Jai Ljubić
Hi Pete, I am talking about generating environment maps from a blender 
scene, not using one as part of an existing scene. And in my case, I am 
using it to create a sky box. Perhaps you can suggest a better term, I 
thought environment map rendering was rather straight forward. 
Currently, volumetric objects do not appear on the texture when 
generating the environment map. Does that clear things up?
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[Bf-committers] [BGE PROPOSAL] Saving converted scenes

2011-06-20 Thread Trouble Maker
The reason for why i choose to use char[3] is because it is the same in the
DNA struct, and it always worked. I assume that the change to 2.49a, 2.49b,
2.49c where due: only major bugfixing, no major stuff that needed to be
additionally stored where added, and the pending big 2.5 series. In
addition, the ascii table doesn't end after 9(0x39), so if we really need to
add another version we can use 0x40, 0x41,etc,but i don't think this will
happen.
By my side using char[4] don't change anything, but i think it is better to
maintain a as more uniform structure as possible.
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[Bf-committers] Fixing dynamically added lights (BGE)

2011-06-20 Thread Daniel Stokes
After some discussion yesterday, we came up with a plan for dynamically
adding lights while in the Blender Game Engine. The problem is the shader
code currently relies on Blender light objects, and recompiling it is too
slow to do frequently in the BGE.

So the plan is to create a user settable number of Blender lights and put
them into the blender scene during the conversion process. At this time the
shaders can be recompiled to so they include this pool of lights. From
there, whenever a Ketsji light is dynamically added, it can borrow one of
these Blender lights so it can affect the compiled shaders. These lights
will be distributed on a first come first served basis. When a Ketsji light
is done with a Blender light, the borrowed Blender light's energy can be
set to 0 to avoid affecting the scene.

When the engine is done running, it of course will remove these added
Blender lights.

I am sending this to the mailing list for review and feedback.

Thanks,
Daniel Stokes
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Re: [Bf-committers] Fixing dynamically added lights (BGE)

2011-06-20 Thread Daniel Stokes
To clarify this is for the Cucumber Summer of Code branch, and by we I
mean myself, my mentor, and a few other members of the community.

On Mon, Jun 20, 2011 at 3:36 PM, Daniel Stokes kupom...@gmail.com wrote:

 After some discussion yesterday, we came up with a plan for dynamically
 adding lights while in the Blender Game Engine. The problem is the shader
 code currently relies on Blender light objects, and recompiling it is too
 slow to do frequently in the BGE.

 So the plan is to create a user settable number of Blender lights and put
 them into the blender scene during the conversion process. At this time the
 shaders can be recompiled to so they include this pool of lights. From
 there, whenever a Ketsji light is dynamically added, it can borrow one of
 these Blender lights so it can affect the compiled shaders. These lights
 will be distributed on a first come first served basis. When a Ketsji light
 is done with a Blender light, the borrowed Blender light's energy can be
 set to 0 to avoid affecting the scene.

 When the engine is done running, it of course will remove these added
 Blender lights.

 I am sending this to the mailing list for review and feedback.

 Thanks,
 Daniel Stokes

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Re: [Bf-committers] Fixing dynamically added lights (BGE)

2011-06-20 Thread Daniel Salazar - 3Developer.com
Honest question, how is that different to just keep some of the lights
at energy 0 and turn them on at some points? is this proposal faster
or something?

cheers

Daniel Salazar
3Developer.com



On Mon, Jun 20, 2011 at 5:51 PM, Daniel Stokes kupom...@gmail.com wrote:
 To clarify this is for the Cucumber Summer of Code branch, and by we I
 mean myself, my mentor, and a few other members of the community.

 On Mon, Jun 20, 2011 at 3:36 PM, Daniel Stokes kupom...@gmail.com wrote:

 After some discussion yesterday, we came up with a plan for dynamically
 adding lights while in the Blender Game Engine. The problem is the shader
 code currently relies on Blender light objects, and recompiling it is too
 slow to do frequently in the BGE.

 So the plan is to create a user settable number of Blender lights and put
 them into the blender scene during the conversion process. At this time the
 shaders can be recompiled to so they include this pool of lights. From
 there, whenever a Ketsji light is dynamically added, it can borrow one of
 these Blender lights so it can affect the compiled shaders. These lights
 will be distributed on a first come first served basis. When a Ketsji light
 is done with a Blender light, the borrowed Blender light's energy can be
 set to 0 to avoid affecting the scene.

 When the engine is done running, it of course will remove these added
 Blender lights.

 I am sending this to the mailing list for review and feedback.

 Thanks,
 Daniel Stokes

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Re: [Bf-committers] Fixing dynamically added lights (BGE)

2011-06-20 Thread Dalai Felinto
Daniel S. the difference is that this is handled internally by Blender.
The user would only need to set the number of extra lights in the UI.

 Honest question, how is that different to just keep some of the lights at
energy 0 and turn them on at some points?
This is indeed the current workflow (using python to move lamps around to
match the position of new lamps). In a way this solution mimic this
workaround.
So it's not fast (to run), but it's way easier to use.

--
Dalai

2011/6/20 Daniel Salazar - 3Developer.com zan...@gmail.com

 Honest question, how is that different to just keep some of the lights
 at energy 0 and turn them on at some points? is this proposal faster
 or something?

 cheers

 Daniel Salazar
 3Developer.com



 On Mon, Jun 20, 2011 at 5:51 PM, Daniel Stokes kupom...@gmail.com wrote:
  To clarify this is for the Cucumber Summer of Code branch, and by we I
  mean myself, my mentor, and a few other members of the community.
 
  On Mon, Jun 20, 2011 at 3:36 PM, Daniel Stokes kupom...@gmail.com
 wrote:
 
  After some discussion yesterday, we came up with a plan for dynamically
  adding lights while in the Blender Game Engine. The problem is the
 shader
  code currently relies on Blender light objects, and recompiling it is
 too
  slow to do frequently in the BGE.
 
  So the plan is to create a user settable number of Blender lights and
 put
  them into the blender scene during the conversion process. At this time
 the
  shaders can be recompiled to so they include this pool of lights. From
  there, whenever a Ketsji light is dynamically added, it can borrow one
 of
  these Blender lights so it can affect the compiled shaders. These lights
  will be distributed on a first come first served basis. When a Ketsji
 light
  is done with a Blender light, the borrowed Blender light's energy can
 be
  set to 0 to avoid affecting the scene.
 
  When the engine is done running, it of course will remove these added
  Blender lights.
 
  I am sending this to the mailing list for review and feedback.
 
  Thanks,
  Daniel Stokes
 
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Re: [Bf-committers] Fixing dynamically added lights (BGE)

2011-06-20 Thread Daniel Stokes
The plan would be to more or less have the lights off until they are
needed. The main point of this solution is to create a handful of Blender
lamps for the game engine to use when it dynamically adds a Ketsji lamp
(through means such as addObject or libload).

I guess to answer your question, what you are saying sounds a lot like what
I am saying, so perhaps I wasn't very clear in my explanation.

Regards,
Daniel Stokes

On Mon, Jun 20, 2011 at 4:57 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 Honest question, how is that different to just keep some of the lights
 at energy 0 and turn them on at some points? is this proposal faster
 or something?

 cheers

 Daniel Salazar
 3Developer.com



 On Mon, Jun 20, 2011 at 5:51 PM, Daniel Stokes kupom...@gmail.com wrote:
  To clarify this is for the Cucumber Summer of Code branch, and by we I
  mean myself, my mentor, and a few other members of the community.
 
  On Mon, Jun 20, 2011 at 3:36 PM, Daniel Stokes kupom...@gmail.com
 wrote:
 
  After some discussion yesterday, we came up with a plan for dynamically
  adding lights while in the Blender Game Engine. The problem is the
 shader
  code currently relies on Blender light objects, and recompiling it is
 too
  slow to do frequently in the BGE.
 
  So the plan is to create a user settable number of Blender lights and
 put
  them into the blender scene during the conversion process. At this time
 the
  shaders can be recompiled to so they include this pool of lights. From
  there, whenever a Ketsji light is dynamically added, it can borrow one
 of
  these Blender lights so it can affect the compiled shaders. These lights
  will be distributed on a first come first served basis. When a Ketsji
 light
  is done with a Blender light, the borrowed Blender light's energy can
 be
  set to 0 to avoid affecting the scene.
 
  When the engine is done running, it of course will remove these added
  Blender lights.
 
  I am sending this to the mailing list for review and feedback.
 
  Thanks,
  Daniel Stokes
 
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[Bf-committers] Visibility of attribution

2011-06-20 Thread Alex Fraser
Hi all,

When doing some work for a client recently, I developed a patch for Blender. 
The client is happy to contribute the code back to Blender, however they are 
concerned about attribution.

Currently it seems there are no clear guidelines about how attribution is given 
for contributions. My preference, and that of my client, is that detailed 
copyright notices should be visible both in the code and in Blender's GUI. This 
is not unusual: consider the Linux kernel (e.g. [1]) and the GIMP (e.g. [2-4]), 
and the About dialog boxes of gedit[5] and Firefox[6].

Apart from giving contributors credit, detailed copyright notices in the code 
would better satisfy the GPL, which states in section 2.a:

a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.


I propose that:

 1. All future contributions be attributed in modified source files as 
Copyright year author or organistion, or at the contributor's option, in 
another form that conveys the same information.

 2. The same copyright information be collected in a place accessible from the 
GUI, either in the splash screen itself (perhaps in a tab) or on a web page 
linked to from the splash screen.

What do you think?

Cheers,
Alex

-- 
Alex Fraser
Software Engineer
The Victorian Partnership for Advanced Computing

[1] 
http://git.kernel.org/?p=linux/kernel/git/torvalds/linux-2.6.git;a=blob_plain;f=kernel/cgroup.c
[2] http://git.gnome.org/browse/gimp/plain/plug-ins/common/polar-coords.c
[3] http://git.gnome.org/browse/gimp/tree/plug-ins/twain/twain.h
[4] http://git.gnome.org/browse/gimp/tree/libgimp/gimpitemcombobox.c
[5] http://www.pasteall.org/pic/13959
[6] http://www.pasteall.org/pic/13961
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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Tom M
On Mon, Jun 20, 2011 at 6:52 PM, Alex Fraser adfr...@vpac.org wrote:
 Hi all,

 When doing some work for a client recently, I developed a patch for Blender. 
 The client is happy to contribute the code back to Blender, however they are 
 concerned about attribution.

Currently attribution is in a link on the download page for each version

http://www.blender.org/development/release-logs/blender-257/contributor-credits/

And in the files that are patched.

LetterRip
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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Tom M
Also in the release note documentation will usually mention who coded
the feature of interest.

Note that the release log is linked from the splash screen.

(Hmm looks like I said download page previously the contributor
credits are linked to from the release log, not the download page).

LetterRip


On Mon, Jun 20, 2011 at 7:11 PM, Tom M letter...@gmail.com wrote:
 On Mon, Jun 20, 2011 at 6:52 PM, Alex Fraser adfr...@vpac.org wrote:
 Hi all,

 When doing some work for a client recently, I developed a patch for Blender. 
 The client is happy to contribute the code back to Blender, however they are 
 concerned about attribution.

 Currently attribution is in a link on the download page for each version

 http://www.blender.org/development/release-logs/blender-257/contributor-credits/

 And in the files that are patched.

 LetterRip

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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Stephen Swaney
On Tue, Jun 21, 2011 at 12:52:32PM +1000, Alex Fraser wrote:

 I propose that:
 
  1. All future contributions be attributed in modified source files as 
 Copyright year author or organistion, or at the contributor's option, 
 in another form that conveys the same information.
 
  2. The same copyright information be collected in a place accessible from 
 the GUI, either in the splash screen itself (perhaps in a tab) or on a web 
 page linked to from the splash screen.

I do not remember the exact circumstances, but we had a situation
before where some corporation wanted an attribution notice put in the
UI before they would contribute code.  The answer was no.

Personally, I am not sure of the value of asserting copyright over code
that is GPL'ed.

-- 
Stephen Swaney  
sswa...@centurytel.net

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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Campbell Barton
On Tue, Jun 21, 2011 at 3:22 AM, Stephen Swaney sswa...@centurytel.net wrote:
 On Tue, Jun 21, 2011 at 12:52:32PM +1000, Alex Fraser wrote:

 I propose that:

  1. All future contributions be attributed in modified source files as 
 Copyright year author or organistion, or at the contributor's option, 
 in another form that conveys the same information.

  2. The same copyright information be collected in a place accessible from 
 the GUI, either in the splash screen itself (perhaps in a tab) or on a web 
 page linked to from the splash screen.

re 1) The contributors are free to add in their own attribution in the
patch, perhaps it would help to formalize this, though the few times
I've had to deal with this a line in the header assigning copyright
was ok.
So don't mind either way.

re 2) Having a web page for this could work, but -1 for listing all
contributors/copyright-assignments in the GUI.


 I do not remember the exact circumstances, but we had a situation
 before where some corporation wanted an attribution notice put in the
 UI before they would contribute code.  The answer was no.

 Personally, I am not sure of the value of asserting copyright over code
 that is GPL'ed.

In practice probably not much though it does mean if we want to add
some GPL exception like we did for the BGE or one day move to GPLv3,
copyright holders need to agree,

-- 
- Campbell
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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Stephen Swaney
On Tue, Jun 21, 2011 at 03:39:25AM +, Campbell Barton wrote:
 On Tue, Jun 21, 2011 at 3:22 AM, Stephen Swaney wrote:
 
  Personally, I am not sure of the value of asserting copyright over code
  that is GPL'ed.
 
 In practice probably not much though it does mean if we want to add
 some GPL exception like we did for the BGE or one day move to GPLv3,
 copyright holders need to agree,

There is a good point.  That would seem to be a deal-breaker, right there.

-- 
Stephen Swaney  
sswa...@centurytel.net

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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Alex Fraser
- Original Message -
 From: Stephen Swaney sswa...@centurytel.net
 I do not remember the exact circumstances, but we had a situation
 before where some corporation wanted an attribution notice put in the
 UI before they would contribute code. The answer was no.

Do you remember what the objection was? Note that we aren't asking to be 
attributed more prominently than other contributors; just on the same page. Nor 
are we asking for a logo to be displayed on the web site. I think attribution 
in a place that users can see is a fair trade for code contribution. 
Attribution in the release notes is good (thanks Tom, I didn't know about that 
page), but that means you become invisible in the next release.

- Original Message -
 From: Campbell Barton ideasma...@gmail.com
 re 1) The contributors are free to add in their own attribution in the
 patch, perhaps it would help to formalize this, though the few times
 I've had to deal with this a line in the header assigning copyright
 was ok.
 So don't mind either way.

I think it would be good to formalise this, particularly to include the date 
that the contributions were made.

  Personally, I am not sure of the value of asserting copyright over
  code that is GPL'ed.
 
 In practice probably not much though it does mean if we want to add
 some GPL exception like we did for the BGE or one day move to GPLv3,
 copyright holders need to agree,

Yes, one thing attribution does is make it easier to track who owns what. And 
it really is an incentive to contribute.

Cheers,
Alex

-- 
Alex Fraser
Software Engineer
The Victorian Partnership for Advanced Computing
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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Alex Fraser
- Original Message -
 From: Stephen Swaney sswa...@centurytel.net
 On Tue, Jun 21, 2011 at 03:39:25AM +, Campbell Barton wrote:
  In practice probably not much though it does mean if we want to add
  some GPL exception like we did for the BGE or one day move to GPLv3,
  copyright holders need to agree,
 
 There is a good point. That would seem to be a deal-breaker, right
 there.

Copyright notices are a statement of fact. If you don't have them, the author 
still owns the code - you just don't know who they are.

Cheers,
Alex

-- 
Alex Fraser
Software Engineer
The Victorian Partnership for Advanced Computing
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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Damir Prebeg
:cry: I don't see my name between patch makers ;-( :cry:

On 21 June 2011 05:11, Tom M letter...@gmail.com wrote:
 Currently attribution is in a link on the download page for each version

 http://www.blender.org/development/release-logs/blender-257/contributor-credits/

 And in the files that are patched.

 LetterRip
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Re: [Bf-committers] Incorrect fsf street addresses in licence files

2011-06-20 Thread Campbell Barton
Hi Dave, corrected r37689  r2050 of extension repo.

On Tue, Jun 7, 2011 at 8:19 PM, Dave Plater dpla...@webafrica.org.za wrote:
 Hi, I just thought I'd pass this on, openSUSE build service now has a licence 
 check on the fly for packages and it produced this message
 with blender-2.57b, I usually just insert a downloaded license with the spec 
 file :
 blender-doc.noarch: W: incorrect-fsf-address 
 /usr/share/doc/packages/blender/GPL-license.txt
 blender.x86_64: W: incorrect-fsf-address 
 /usr/share/blender/2.57/scripts/addons/modules/extensions_framework/util.py
 blender.x86_64: W: incorrect-fsf-address 
 /usr/share/blender/2.57/scripts/addons/io_coat3D/coat.py
 blender.x86_64: W: incorrect-fsf-address 
 /usr/share/blender/2.57/scripts/addons/game_engine_save_as_runtime.py
 blender.x86_64: W: incorrect-fsf-address 
 /usr/share/blender/2.57/scripts/addons/system_blend_info.py
 blender.x86_64: W: incorrect-fsf-address 
 /usr/share/blender/2.57/scripts/addons/space_view3d_3d_navigation.py
 The Free Software Foundation address in this file seems to be outdated or
 misspelled.  Ask upstream to update the address, or if this is a license file,
 possibly the entire file with a new copy available from the FSF.

 It's usually an old GPL-2.0 license. There will also be a full legal review 
 when I've eventually coaxed python-3.2 into factory and then
 11.4 because blender hasn't been reviewed before, it's a virtual minefield 
 when you actively maintain all multimedia. I believe it's an
 inter distro move to become legally Free Software Foundation. That's why I 
 haven't had a chance to patch blender-2.57b for python 3.1 and
 it's only available from my home repo along with python3-3.2 :
 http://download.opensuse.org/repositories/home:/plater:/blender/openSUSE_11.4
 There's also a 1 click install :
 http://software.opensuse.org/ymp/home:plater:blender/openSUSE_11.4/blender.ymp?base=openSUSE%3A11.4query=blender

 Regards
 Dave Plater
 openSUSE blender maintainer.
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-- 
- Campbell
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Re: [Bf-committers] Visibility of attribution

2011-06-20 Thread Dalai Felinto
Hi Alex,
last time I remember this been brought up was for Blender 2.49.
In the occasion we had some sponsored contributions and a solution was:

1) to add a name + link in the contributors page:
http://wiki.blender.org/index.php/Template:Release_Notes/2.49/Contributors

2) to add credit+thank notes in the header of the source files:
e.g. header of KX_Dome.cpp and KX_Dome.h read:
#
Contributor(s): Dalai Felinto
This source uses some of the ideas and code from Paul Bourke.
Developed as part of a Research and Development project for SAT - La Societe
des arts technologiques.
#

3) include a node with no link/logo in the wiki page of the feature:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/2.49/Fisheye_Dome_Camera

4) add a note in the commit log (don't remember now what it said, but
probably this feature was implemented with the partial support from )

My client was happy, Blender Foundation was happy, and me, well, I couldn't
care less ;) I was happy that everyone was happy. But I guess it doesn't
hurt to be acknowledged on your work. In my humble opinion this is enough
credit.

--
Dalai

2011/6/20 Damir Prebeg blend.fact...@gmail.com

 :cry: I don't see my name between patch makers ;-( :cry:

 On 21 June 2011 05:11, Tom M letter...@gmail.com wrote:
  Currently attribution is in a link on the download page for each version
 
 
 http://www.blender.org/development/release-logs/blender-257/contributor-credits/
 
  And in the files that are patched.
 
  LetterRip
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