[Bf-committers] Blenderday 2011 feedback

2011-07-11 Thread j.bak...@atmind.nl
Hi all, 

last weekend the capital of blender was Eislingen where Blenderday 2011 was
held. Thomas really did an excellent job in organising Blenderday2011!

He had a talk about cycles and I did a talk about compositing. There was a
lot of discussion about some blender-features, and how developers work
versus how artists work.

See below some discussed features:
1. Request for a new feature that if you delete a node, the link between
other nodes could be preserved. (I will make a different post for this).
2. Auto connect feature. It was a shared idea between artists to remove or
disable this.
3. Mix node: Artist don't use the value 0.5 that often, but mostly 1.0.

As point 2 and 3 have been discussed in the past. For the first point I did
a  sprint to implement this and it worked out perfectly. I will make a tiny
proposal and clean the code up a bit. 

just some feedback on developers perspective.
Jeroen Bakker


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[Bf-committers] Proposal: Untangled delete

2011-07-11 Thread j.bak...@atmind.nl
When a node is deleted, all links between this node and other nodes are
also deleted.

There are cases you want to remove the node, and keep the tree intact. we
could use the mute function to determine how nodes are connected and update
the tree. Thereby keeping the system working.
implementation of the mute-function is:
1. the first value inputsocket will be used for all value output sockets
2. the first vector inputsocket will be used for all vector output sockets
3. the first color inputsocket will be used for all color output sockets

I have not seen any other socket types in the mute node.

I added an operation in the space_node called untangle and a macro to
untangle before delete (mapped it to CTRL-X).

Things to do:
 * Clean up and document the code
 * Add it to the menu of the space_node

see here how it works:
 * http://www.youtube.com/watch?v=EmOevfBhL2Y (clear simple demonstration)
 * http://www.youtube.com/watch?v=o77kcWSmiew (complex node setup)




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Re: [Bf-committers] Onion branch fails to build on cmake linux64

2011-07-11 Thread Αντώνης Ρυακιωτάκης
In ubuntu 11.04 64 bit a clean build compiles fine...
It's strange, you see, DerivedMesh.c explicitly includes ED_sculpt.h
just for this function, so no implicit declaration at all...Can't help
you I'm afraid..
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[Bf-committers] Bokeh error?

2011-07-11 Thread j.bak...@atmind.nl
Bokeh error?

I was looking at the bokeh blur, and think I found a glitch. If you take a
single pixel and use bokeh blur, you get a donut in stead of a circle.

see http://www.pasteall.org/pic/show.php?id=14809

this is due the formula CMP_blur:
390: *dgauss= RE_filter_value(nbd-filtertype, 2.0f*dist - 1.0f);

I think it should just be 
390: *dgauss= RE_filter_value(nbd-filtertype, dist);

to reflect the non bokeh blur formula.

Is this a bug?

Jeroen Bakker.


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Re: [Bf-committers] Onion branch fails to build on cmake linux64

2011-07-11 Thread Αντώνης Ρυακιωτάκης
Well, tried a fresh checkout and you're right after all(So strange though).
Fix incoming!
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[Bf-committers] Proposal: Untangled delete

2011-07-11 Thread PabloVazquez.org
+1

Even though in some cases the auto-connect is unwanted for some, I
believe is useful, so having it in another hotkey (like you mentioned)
would be a nice addition to speedup workflow.

Asked for it during Sintel when compositing every day for weeks, fun times!

Cheers!
--
Pablo Vazquez
CG Artist
Blender Foundation Certificated Trainer
E-mail: cont...@pablovazquez.org
Website: http://www.pablovazquez.org



On Mon, Jul 11, 2011 at 09:30, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
 When a node is deleted, all links between this node and other nodes are
 also deleted.

 There are cases you want to remove the node, and keep the tree intact. we
 could use the mute function to determine how nodes are connected and update
 the tree. Thereby keeping the system working.
 implementation of the mute-function is:
 1. the first value inputsocket will be used for all value output sockets
 2. the first vector inputsocket will be used for all vector output sockets
 3. the first color inputsocket will be used for all color output sockets

 I have not seen any other socket types in the mute node.

 I added an operation in the space_node called untangle and a macro to
 untangle before delete (mapped it to CTRL-X).

 Things to do:
  * Clean up and document the code
  * Add it to the menu of the space_node

 see here how it works:
  * http://www.youtube.com/watch?v=EmOevfBhL2Y (clear simple demonstration)
  * http://www.youtube.com/watch?v=o77kcWSmiew (complex node setup)



 
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 hosting - http://link.myhosting.com/myhosting


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Re: [Bf-committers] Proposal: Untangled delete

2011-07-11 Thread François T .
would dragdropping node on a line would be possible
pretty much the inverse of untangling ? so you don't have to connect input 
output all the time and it works also with already-created node

cheers

F.

2011/7/11 PabloVazquez.org venom...@gmail.com

 +1

 Even though in some cases the auto-connect is unwanted for some, I
 believe is useful, so having it in another hotkey (like you mentioned)
 would be a nice addition to speedup workflow.

 Asked for it during Sintel when compositing every day for weeks, fun times!

 Cheers!
 --
 Pablo Vazquez
 CG Artist
 Blender Foundation Certificated Trainer
 E-mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org



 On Mon, Jul 11, 2011 at 09:30, j.bak...@atmind.nl j.bak...@atmind.nl
 wrote:
  When a node is deleted, all links between this node and other nodes are
  also deleted.
 
  There are cases you want to remove the node, and keep the tree intact. we
  could use the mute function to determine how nodes are connected and
 update
  the tree. Thereby keeping the system working.
  implementation of the mute-function is:
  1. the first value inputsocket will be used for all value output sockets
  2. the first vector inputsocket will be used for all vector output
 sockets
  3. the first color inputsocket will be used for all color output sockets
 
  I have not seen any other socket types in the mute node.
 
  I added an operation in the space_node called untangle and a macro to
  untangle before delete (mapped it to CTRL-X).
 
  Things to do:
   * Clean up and document the code
   * Add it to the menu of the space_node
 
  see here how it works:
   * http://www.youtube.com/watch?v=EmOevfBhL2Y (clear simple
 demonstration)
   * http://www.youtube.com/watch?v=o77kcWSmiew (complex node setup)
 
 
 
  
  myhosting.com - Premium Microsoft® Windows® and Linux web and
 application
  hosting - http://link.myhosting.com/myhosting
 
 
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-- 

François Tarlier
www.francois-tarlier.com
www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Proposal: Untangled delete

2011-07-11 Thread pete larabell
Hello,

On Mon, Jul 11, 2011 at 2:30 AM, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
 1. the first value inputsocket will be used for all value output sockets
 2. the first vector inputsocket will be used for all vector output sockets
 3. the first color inputsocket will be used for all color output sockets

How would this handle nodes like the two defined in CMP_valToRgb.c ???

In these cases (and others) there may not be matching input-output
socket types...

Cheers!
Peter
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[Bf-committers] Keymap storage management

2011-07-11 Thread Ton Roosendaal
Hi,

Two weeks ago I reviewed with Brecht and Campbell how to fix up keymap  
handling in Blender. My time is still too scattered, so I've put it on  
Brecht's desk now. :)

Basically the idea is:

- maintain 4 independent layers of maps
- store all in memory outside WM or blender data, to keep file saves/ 
loads work.

Overview:
http://www.blender.org/bf/keymap.jpg

- The Default map is only generated on startup, with C code.
   We could try to keep this as lean as possible, not attempting to  
map everything
- The Preset map is not only to mimic other maps, but can be used  
for cases like 2.4 power user map or Optimal Laptop map as well.  
This will be in our distros.
- The Addon map is just kept separate to prevent add-ons messing  
with stored defaults or presets. :)
- The User map is for everything else you want to save yourself  
using the keymap editor in Blender or via RMB on menus etc.

Currently, since the startup.blend holds everything (Screens, user  
prefs, addons, user keymaps), a new will also restore everything  
that was saved. That will be solved with another code project; to  
split up startup.blend in a layout file (screen configs) and usablity  
presets file(s).


-Ton-


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

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Re: [Bf-committers] Proposal: Untangled delete

2011-07-11 Thread Ton Roosendaal
Hi,

I'm fine with the functionality, but the naming is confusing... for me  
it is just:
Delete nodes will reconnect nodes as if deletion was muted.

So it's delete with reconnect or so, untangling is really something  
else :)

-Ton-


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

On 11 Jul, 2011, at 9:30, j.bak...@atmind.nl wrote:

 When a node is deleted, all links between this node and other nodes  
 are
 also deleted.

 There are cases you want to remove the node, and keep the tree  
 intact. we
 could use the mute function to determine how nodes are connected and  
 update
 the tree. Thereby keeping the system working.
 implementation of the mute-function is:
 1. the first value inputsocket will be used for all value output  
 sockets
 2. the first vector inputsocket will be used for all vector output  
 sockets
 3. the first color inputsocket will be used for all color output  
 sockets

 I have not seen any other socket types in the mute node.

 I added an operation in the space_node called untangle and a macro to
 untangle before delete (mapped it to CTRL-X).

 Things to do:
 * Clean up and document the code
 * Add it to the menu of the space_node

 see here how it works:
 * http://www.youtube.com/watch?v=EmOevfBhL2Y (clear simple  
 demonstration)
 * http://www.youtube.com/watch?v=o77kcWSmiew (complex node setup)



 
 myhosting.com - Premium Microsoft® Windows® and Linux web and  
 application
 hosting - http://link.myhosting.com/myhosting


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Re: [Bf-committers] Keymap storage management

2011-07-11 Thread Matt Ebb
On Tue, Jul 12, 2011 at 1:51 AM, Ton Roosendaal t...@blender.org wrote:


 - The Preset map is not only to mimic other maps, but can be used
 for cases like 2.4 power user map or Optimal Laptop map as well.
 This will be in our distros.


One note: keep in mind for these sort of presets to work properly, they need
to encompass more than  just key bindings - they also need to control things
like zoom and orbit styles, 'release confirm' setting, etc..

cheers

Matt
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Re: [Bf-committers] Keymap storage management

2011-07-11 Thread Martin Poirier
They also need to be able to remove entries from keymaps, not just add entries 
or overwrite entries.

Martin

--- On Mon, 7/11/11, Matt Ebb m...@mke3.net wrote:

 From: Matt Ebb m...@mke3.net
 Subject: Re: [Bf-committers] Keymap storage  management
 To: bf-blender developers bf-committers@blender.org
 Received: Monday, July 11, 2011, 6:36 PM
 On Tue, Jul 12, 2011 at 1:51 AM, Ton
 Roosendaal t...@blender.org
 wrote:
 
 
  - The Preset map is not only to mimic other maps,
 but can be used
  for cases like 2.4 power user map or Optimal Laptop
 map as well.
  This will be in our distros.
 
 
 One note: keep in mind for these sort of presets to work
 properly, they need
 to encompass more than  just key bindings - they also
 need to control things
 like zoom and orbit styles, 'release confirm' setting,
 etc..
 
 cheers
 
 Matt
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Re: [Bf-committers] Keymap storage management

2011-07-11 Thread Daniel Salazar - 3Developer.com
Why is it that the entire context (ie: 3D view global) needs to be
edited to just change one or two keys? This results in default
(inbuilt) key changes to blender not being propagated to existing
default .blend, even when the changes don't touch the exact operator
you changed.

Wouldn't it be better if you could edit just one hotkey and leave the
rest default (unedited) even on the same context?

Daniel Salazar
3Developer.com



On Mon, Jul 11, 2011 at 4:57 PM, Martin Poirier the...@yahoo.com wrote:
 They also need to be able to remove entries from keymaps, not just add 
 entries or overwrite entries.

 Martin

 --- On Mon, 7/11/11, Matt Ebb m...@mke3.net wrote:

 From: Matt Ebb m...@mke3.net
 Subject: Re: [Bf-committers] Keymap storage  management
 To: bf-blender developers bf-committers@blender.org
 Received: Monday, July 11, 2011, 6:36 PM
 On Tue, Jul 12, 2011 at 1:51 AM, Ton
 Roosendaal t...@blender.org
 wrote:

 
  - The Preset map is not only to mimic other maps,
 but can be used
  for cases like 2.4 power user map or Optimal Laptop
 map as well.
  This will be in our distros.
 

 One note: keep in mind for these sort of presets to work
 properly, they need
 to encompass more than  just key bindings - they also
 need to control things
 like zoom and orbit styles, 'release confirm' setting,
 etc..

 cheers

 Matt
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Re: [Bf-committers] Keymap storage management

2011-07-11 Thread Martin Poirier
It would be possible to do that too, but the way changes are tracked would have 
to be made smarter (to be able to track addition, modifications and deletion of 
keymap items, not just override of keymaps).

Martin

--- On Mon, 7/11/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:

 From: Daniel Salazar - 3Developer.com zan...@gmail.com
 Subject: Re: [Bf-committers] Keymap storage  management
 To: bf-blender developers bf-committers@blender.org
 Received: Monday, July 11, 2011, 9:41 PM
 Why is it that the entire context
 (ie: 3D view global) needs to be
 edited to just change one or two keys? This results in
 default
 (inbuilt) key changes to blender not being propagated to
 existing
 default .blend, even when the changes don't touch the exact
 operator
 you changed.
 
 Wouldn't it be better if you could edit just one hotkey and
 leave the
 rest default (unedited) even on the same context?
 
 Daniel Salazar
 3Developer.com
 
 
 
 On Mon, Jul 11, 2011 at 4:57 PM, Martin Poirier the...@yahoo.com
 wrote:
  They also need to be able to remove entries from
 keymaps, not just add entries or overwrite entries.
 
  Martin
 
  --- On Mon, 7/11/11, Matt Ebb m...@mke3.net
 wrote:
 
  From: Matt Ebb m...@mke3.net
  Subject: Re: [Bf-committers] Keymap storage 
 management
  To: bf-blender developers bf-committers@blender.org
  Received: Monday, July 11, 2011, 6:36 PM
  On Tue, Jul 12, 2011 at 1:51 AM, Ton
  Roosendaal t...@blender.org
  wrote:
 
  
   - The Preset map is not only to mimic other
 maps,
  but can be used
   for cases like 2.4 power user map or
 Optimal Laptop
  map as well.
   This will be in our distros.
  
 
  One note: keep in mind for these sort of presets
 to work
  properly, they need
  to encompass more than  just key bindings - they
 also
  need to control things
  like zoom and orbit styles, 'release confirm'
 setting,
  etc..
 
  cheers
 
  Matt
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Re: [Bf-committers] Keymap storage management

2011-07-11 Thread Martin Poirier
The good news is that kmi already have unique ids, so tracking changes per kmi 
is already possible.

Martin
PS: I know, replying to myself, bad form.

--- On Mon, 7/11/11, Martin Poirier the...@yahoo.com wrote:

 From: Martin Poirier the...@yahoo.com
 Subject: Re: [Bf-committers] Keymap storage  management
 To: bf-blender developers bf-committers@blender.org
 Received: Monday, July 11, 2011, 10:14 PM
 It would be possible to do that too,
 but the way changes are tracked would have to be made
 smarter (to be able to track addition, modifications and
 deletion of keymap items, not just override of keymaps).
 
 Martin
 
 --- On Mon, 7/11/11, Daniel Salazar - 3Developer.com zan...@gmail.com
 wrote:
 
  From: Daniel Salazar - 3Developer.com zan...@gmail.com
  Subject: Re: [Bf-committers] Keymap storage 
 management
  To: bf-blender developers bf-committers@blender.org
  Received: Monday, July 11, 2011, 9:41 PM
  Why is it that the entire context
  (ie: 3D view global) needs to be
  edited to just change one or two keys? This results
 in
  default
  (inbuilt) key changes to blender not being propagated
 to
  existing
  default .blend, even when the changes don't touch the
 exact
  operator
  you changed.
  
  Wouldn't it be better if you could edit just one
 hotkey and
  leave the
  rest default (unedited) even on the same context?
  
  Daniel Salazar
  3Developer.com
  
  
  
  On Mon, Jul 11, 2011 at 4:57 PM, Martin Poirier the...@yahoo.com
  wrote:
   They also need to be able to remove entries from
  keymaps, not just add entries or overwrite entries.
  
   Martin
  
   --- On Mon, 7/11/11, Matt Ebb m...@mke3.net
  wrote:
  
   From: Matt Ebb m...@mke3.net
   Subject: Re: [Bf-committers] Keymap storage
 
  management
   To: bf-blender developers bf-committers@blender.org
   Received: Monday, July 11, 2011, 6:36 PM
   On Tue, Jul 12, 2011 at 1:51 AM, Ton
   Roosendaal t...@blender.org
   wrote:
  
   
- The Preset map is not only to mimic
 other
  maps,
   but can be used
for cases like 2.4 power user map or
  Optimal Laptop
   map as well.
This will be in our distros.
   
  
   One note: keep in mind for these sort of
 presets
  to work
   properly, they need
   to encompass more than  just key bindings -
 they
  also
   need to control things
   like zoom and orbit styles, 'release
 confirm'
  setting,
   etc..
  
   cheers
  
   Matt
  
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Re: [Bf-committers] Keymap storage management

2011-07-11 Thread Daniel Salazar - 3Developer.com
:D you can always reply to yourself if it's good news

Daniel Salazar
3Developer.com



On Mon, Jul 11, 2011 at 8:16 PM, Martin Poirier the...@yahoo.com wrote:
 The good news is that kmi already have unique ids, so tracking changes per 
 kmi is already possible.

 Martin
 PS: I know, replying to myself, bad form.

 --- On Mon, 7/11/11, Martin Poirier the...@yahoo.com wrote:

 From: Martin Poirier the...@yahoo.com
 Subject: Re: [Bf-committers] Keymap storage  management
 To: bf-blender developers bf-committers@blender.org
 Received: Monday, July 11, 2011, 10:14 PM
 It would be possible to do that too,
 but the way changes are tracked would have to be made
 smarter (to be able to track addition, modifications and
 deletion of keymap items, not just override of keymaps).

 Martin

 --- On Mon, 7/11/11, Daniel Salazar - 3Developer.com zan...@gmail.com
 wrote:

  From: Daniel Salazar - 3Developer.com zan...@gmail.com
  Subject: Re: [Bf-committers] Keymap storage 
 management
  To: bf-blender developers bf-committers@blender.org
  Received: Monday, July 11, 2011, 9:41 PM
  Why is it that the entire context
  (ie: 3D view global) needs to be
  edited to just change one or two keys? This results
 in
  default
  (inbuilt) key changes to blender not being propagated
 to
  existing
  default .blend, even when the changes don't touch the
 exact
  operator
  you changed.
 
  Wouldn't it be better if you could edit just one
 hotkey and
  leave the
  rest default (unedited) even on the same context?
 
  Daniel Salazar
  3Developer.com
 
 
 
  On Mon, Jul 11, 2011 at 4:57 PM, Martin Poirier the...@yahoo.com
  wrote:
   They also need to be able to remove entries from
  keymaps, not just add entries or overwrite entries.
  
   Martin
  
   --- On Mon, 7/11/11, Matt Ebb m...@mke3.net
  wrote:
  
   From: Matt Ebb m...@mke3.net
   Subject: Re: [Bf-committers] Keymap storage
 
  management
   To: bf-blender developers bf-committers@blender.org
   Received: Monday, July 11, 2011, 6:36 PM
   On Tue, Jul 12, 2011 at 1:51 AM, Ton
   Roosendaal t...@blender.org
   wrote:
  
   
- The Preset map is not only to mimic
 other
  maps,
   but can be used
for cases like 2.4 power user map or
  Optimal Laptop
   map as well.
This will be in our distros.
   
  
   One note: keep in mind for these sort of
 presets
  to work
   properly, they need
   to encompass more than  just key bindings -
 they
  also
   need to control things
   like zoom and orbit styles, 'release
 confirm'
  setting,
   etc..
  
   cheers
  
   Matt
  
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