[Bf-committers] Blender developer meeting notes - 2020.11.23

2020-11-23 Thread Dalai Felinto via Bf-committers
Hi all, Here are the notes from today's developer meeting. Next meeting is Monday, 30 November 11:00 CET / 10:00 UTC, in #blender-coders on blender.chat. For the complete report read it on: https://devtalk.blender.org/t/23-november-2020/16188 Announcements = * New #blender-triagers o

[Bf-committers] Suggestions for improving the triaging process

2020-11-23 Thread Philipp Oeser via Bf-committers
Hi all, there was some recent talk amongst triagers about some issues / open questions in our triaging process. This mail tries to sum them up and bring forth possible ways to improve here. Feedback is welcome, everyone interested is also invited to join the new https://blender.chat/channel/blen

Re: [Bf-committers] Proposing a unique ID for Blender objects system, for use with game engines.

2020-11-23 Thread Toni Alatalo via Bf-committers
I'm not convinced that it can't be done nicely and with good performance in an addon, but did not find definite information. There is a 2009 issue in the Python tracker about UUID being slow, later the discussion moved to another ticket, and it has been resolved in 2017. Apparently operating syste

Re: [Bf-committers] Proposing a unique ID for Blender objects system, for use with game engines.

2020-11-23 Thread Lissanro Rayen via Bf-committers
You are correct. As Harley Acheson noted, 128-bit UUID can be considered globally unique. Even in the scenario I was describing in my previous message, when there are copies of the same .blend files with an object with the same UUID, it is easy to make it globally unique for any practical purpo

Re: [Bf-committers] Proposing a unique ID for Blender objects system, for use with game engines.

2020-11-23 Thread Toni Alatalo via Bf-committers
Just a bit of echo, AFAIK UUIDs are a good solution to deal with integrating Blender and many kinds of other systems with which we want good integration, via exports or even two-way export-import cycles. Back about 10 years ago, we made a pretty cool integration from Blender to a Ogre3D based vir