Re: [Bf-committers] Commit Access to Addons Repository: ATT: @ideasman42

2019-07-01 Thread Nobuyuki Hirakata
Hi my name is: "Nobuyuki Hirakata" My user name on developer.blender.org is: "Gappy1" I would like commit access to the addons repository. I am the maintainer of the addon: "object_fracture_cell" New to Blender and it's task is here: Update Cell Fracture and cell fracture crackit addons Blender 2.

Re: [Bf-committers] New Dev Fund grants, coordinator roles

2019-07-01 Thread Durte Ramos
- Germano Cavalcante de Sousa (mano-wii) for work on snapping tools and precision modeling. (3 months) Very much needed and welcome improvement; one of my last remaining gripes with Blender. Congrats to Germano and thanks to the Blender foundation to recognize the issue and actually dedicate

Re: [Bf-committers] Proposal to use OpenGL in part of the snapping operations.

2019-07-01 Thread germano . costa
It would allow removing half of the code in `transform_snap_object.c`, also the `BLI_bvhtree_find_nearest_projected` function would no longer be needed. The main code would be created in the DRW manager especially in a new engine called `Select Engine` (proposed here -> https://developer.blender.

[Bf-committers] New Dev Fund grants, coordinator roles

2019-07-01 Thread Ton Roosendaal
Hi everyone, Thanks to the growth of the Development Fund we could afford a couple of more grants for the 2nd half of 2019. All existing grants have been renewed. New are two people: - Germano Cavalcante de Sousa (mano-wii) for work on snapping tools and precision modeling. (3 months) - Nath

Re: [Bf-committers] Proposal to use OpenGL in part of the snapping operations.

2019-07-01 Thread Brecht Van Lommel
I understand some cases would run without the BVH, and looking at those individually the code would be simpler. But this wouldn't be helpful if all the snapping code together is not simpler. So this is still not clear to me. Would this allow removing much of the snapping BVH code, yes or no? On M

Re: [Bf-committers] Proposal to use OpenGL in part of the snapping operations.

2019-07-01 Thread germano . costa
Hi brecht, Here the questions + reply: "...if this does not completely replace the snapping BVH, how does this reduce memory usage or simplify the code? Wouldn't it do the opposite?" Mixed snap and snap for vertices or edges would run with the new technique without BVH. There are also other type

Re: [Bf-committers] Proposal to use OpenGL in part of the snapping operations.

2019-07-01 Thread Brecht Van Lommel
There was earlier discussion on this here. https://developer.blender.org/D2795 My understanding is that the old code would remain for faces. So if this does not completely replace the snapping BVH, how does this reduce memory usage or simplify the code? Wouldn't it do the opposite? What about cas