2.8: Code-Quest (Topics we plan to cover)
#54387
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opened 5 years ago by ideasman42
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temp-sculpt-dyntopo
refactor-mesh-face-generic
blender-v3.3-release
refactor-mesh-corners-generic
refactor-mesh-sharp-face-generic
gpencil-new-data-proposal
overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
temp-angavrilov
asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
tmp-dynamic-usd
temp-image-engine
tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
temp-outliner-library-override-hierarchy
lineart-object-load
tmp-eevee-next-merge
draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
tmp_lib_update_32
temp-mesh-cpp
temp-viewport-compositor-compiler
temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
temp-lineart-embree
temp-multi-function-eval-varray
temp-sculpt-colors
soc-2021-curves
blender-v3.1-release
temp-vertex-paint
temp-vse-channels-edge-panning
eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
temp-image-buffer-rasterizer
soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
temp-gpu-image-engine
tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
temp-T94900-gpu-viewport-default-layers
temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
temp-geometry-nodes-extrude-mesh
tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
temp-vert-normals-cleanup
temp-move-geometry-to-cpp
tmp-vector-template
drw-gpu-wrapper
temp-geometry-nodes-extrude-and-scale
temp-scale-elements-node-test
temp-usd-udim-import
temp-copy-on-write
temp-T94185-id_remapping-experiment-a
temp-llvm-testing
nurbs-opencascade
temp-usd-preview-surf-export
soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
temp-geometry-nodes-text
tmp-vulkan
temp-T90535-usd-alab-material-import
node-tree-update-refactor
temp-sample-sound-node
temp-interface-region-search-cpp
temp-enum-socket
temp-link-portals
temp-unity-build-test
geometry-nodes-level-set-nodes
temp-virtual-array-value-type
soc-2020-io-performance
studio-sprite-fright
temp-cycles-source-reorganize
asset-browser-snap-dragging
temp-python-zstandard
soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
temp-eevee-gpencil-rewrite
temp-vse-handles
temp-ui-tweaks
xr-controller-support
temp-node-common-cpp
temp-varray-get-set-multiple
soc-2021-uv-editor-improvements
temp-geometry-nodes-output-attributes
soc-2021-knife-tools
temp_test_sc_keymap
cycles-x
temp-field-visualization
soc-2021-curve-fillet
temp_bmesh_multires
temp-cocoa-scroll-acceleration-fix
temp-socket-decl-refactor
fluid-mantaflow-gpu
soc-2021-vse-strip-thumbnails
temp-noise-nodes-cpp
temp-compositor-canvas
T90952
temp-parallel-multi-function
temp-geometry-nodes-fields
grab_walk_fix
soc-2021-adaptive-cloth
temp-geometry-nodes-fields--fields-jacques
temp-cpp-ghc-filesystem
temp-geometry-nodes-fields--fields
temp-geometry-nodes-fields--anonymous-attributes
refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
temp-nodes-intersect-alt-key
tmp_arcpath-D11868
refactor-vertex-group-names
temp-gpencil-bezier-stroke-type
temp-gpu-uniform-builtin-structs
wintab_fallback_walknav
temp-socket-inspection
temp-long-link-dimming
fixed_width_integers
lineart-bvh
temp-gpencil-camera-reproject
temp-gpu-push-constants
temp-attribute-processor
temp-cpp-type-cleanup
temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
temp-unreachable-abort
temp-spreadsheet-instances
temp-geometry-nodes-instances-api-v2
temp-geometry-nodes-instances-attributes
geometry-nodes-mesh-primitives
temp-asset-tools-prototype
temp-geometry-nodes-mesh-primitive-line
lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
temp-spreadsheet-editor
override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
tmp-ocio-v2
temp-nodes-redesign
tracking_proportional_editing_v2
blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
temp-D10103-nla_support_strip_overlap_during_transform
fracture_modifier
temp-point-distribution-refactor-experiment
temp-experimental-cpp-math-refactor
vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
temp-fcurve-key-insert-follow-curve
temp-fcurve-active-keyframe-D7737
mesh-to-volume-modifier
blender-v2.90-release
soc-2020-fluid-tools
property-search-ui-v2
tmp-T80603
soc-2020-greasepencil-curve
tmp-gldebuglayer
tmp-gltexture
soc-2020-custom-menus
active-fcurve-keyframe
soc-2020-soft-body
newboolean
fail-on-memleak
soc-2020-outliner
soc-2020-production-ready-light-tree-2
soc-2020-info-editor
property-search-ui
temp-ui-button-type-refactor
soc-2020-production-ready-light-tree
particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
node-tree-ref
simulation-access-modifier
blenloader-decentralization
temp-test-point-cloud-simulation-depsgraph-integration
functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
soc-2019-outliner
soc-2019-cycles-procedural
temp-D5423-update
temp-vr-draw-thread
blender-v2.80-release
tmp-batch-cache-cleanup
soc-2019-fast-io
temp-toolsystem-multiwindow
blender2.7
collada
soc-2018-npr
temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
soc-2018-cycles-volumes
hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
soc-2018-hair-shader-fixes
temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
temp_remove_particles
temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
UI-graphical-redesign
missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
viewport_experiments
soc-2014-bge
texture_nodes_refactor
input_method_editor
GPencil_EditStrokes
soc-2014-shapekey
terrible_consequencer
GPencil_FillStrokes
libmv_prediction
blender2.4
dyntopo_holes
soc-2014-viewport_context
gtest-staging
blender-tiles
soc-2014-viewport_fx
soc-2014-remesh
soc-2014-nurbs
pie-menus
soc-2014-cycles
soc-2013-paint
particles_refactor
soc-2013-viewport_fx
tiles-scheduler
bake-cycles
soc-2013-cycles_volume
overscan
soc-2013-depsgraph_mt
soc-2013-dingto
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soc-2013-rigid_body_sim
soc-2011-tomato
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tile
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cycles
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legacy module/Nodes & Physics
legacy module/Pipeline, Assets & IO
legacy module/Platforms, Builds, Tests & Devices
legacy module/Python API
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legacy module/Sculpt, Paint & Texture
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legacy project/Blender 2.70
legacy project/Code Quest
legacy project/Datablocks and Libraries
legacy project/Eevee
legacy project/Game Animation
legacy project/Game Audio
legacy project/Game Data Conversion
legacy project/Game Engine
legacy project/Game Logic
legacy project/Game Physics
legacy project/Game Python
legacy project/Game Rendering
legacy project/Game UI
legacy project/GPU / Viewport
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Module › Animation & Rigging
Module › Core
Module › Development Management
Module › Eevee & Viewport
Module › Grease Pencil
Module › Modeling
Module › Nodes & Physics
Module › Pipeline, Assets & IO
Module › Platforms, Builds, Tests & Devices
Module › Python API
Module › Render & Cycles
Module › Sculpt, Paint & Texture
Module › Triaging
Module › User Interface
Module › VFX & Video
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Status › Confirmed
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Status › Needs Information from User
Status › Needs Triage
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Type › Bug
Type › Design
Type › Known Issue
Type › Patch
Type › Report
Type › To Do
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Interest/Alembic
Interest/Animation & Rigging
Interest/Asset Browser
Interest/Asset Browser Project Overview
Interest/Audio
Interest/Automated Testing
Interest/Blender Asset Bundle
Interest/Collada
Interest/Compositing
Interest/Core
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Interest/Dependency Graph
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Interest/Freestyle
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Interest/Platforms, Builds, Tests & Devices
Interest/Python API
Interest/Render & Cycles
Interest/Render Pipeline
Interest/Sculpt, Paint & Texture
Interest/Text Editor
Interest/Translations
Interest/Triaging
Interest/Undo
Interest/USD
Interest/User Interface
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Interest/VFX & Video
Interest/Video Sequencer
Interest/Virtual Reality
legacy module/Animation & Rigging
legacy module/Core
legacy module/Development Management
legacy module/Eevee & Viewport
legacy module/Grease Pencil
legacy module/Modeling
legacy module/Nodes & Physics
legacy module/Pipeline, Assets & IO
legacy module/Platforms, Builds, Tests & Devices
legacy module/Python API
legacy module/Rendering & Cycles
legacy module/Sculpt, Paint & Texture
legacy module/Triaging
legacy module/User Interface
legacy module/VFX & Video
legacy project/1.0.0-beta.2
legacy project/Asset Browser (Archived)
legacy project/BF Blender: 2.8
legacy project/BF Blender: After Release
legacy project/BF Blender: Next
legacy project/BF Blender: Regressions
legacy project/BF Blender: Unconfirmed
legacy project/Blender 2.70
legacy project/Code Quest
legacy project/Datablocks and Libraries
legacy project/Eevee
legacy project/Game Animation
legacy project/Game Audio
legacy project/Game Data Conversion
legacy project/Game Engine
legacy project/Game Logic
legacy project/Game Physics
legacy project/Game Python
legacy project/Game Rendering
legacy project/Game UI
legacy project/GPU / Viewport
legacy project/GSoC
legacy project/Infrastructure: Websites
legacy project/LibOverrides - Usability and UX
legacy project/Milestone 1: Basic, Local Asset Browser
legacy project/Nodes
legacy project/OpenGL Error
legacy project/Papercut
legacy project/Pose Library Basics
legacy project/Retrospective
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legacy project/Wintab High Frequency
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migration/requires-manual-verification
Module › Animation & Rigging
Module › Core
Module › Development Management
Module › Eevee & Viewport
Module › Grease Pencil
Module › Modeling
Module › Nodes & Physics
Module › Pipeline, Assets & IO
Module › Platforms, Builds, Tests & Devices
Module › Python API
Module › Render & Cycles
Module › Sculpt, Paint & Texture
Module › Triaging
Module › User Interface
Module › VFX & Video
Platform/FreeBSD
Platform/Linux
Platform/macOS
Platform/Windows
Priority › High
Priority › Low
Priority › Normal
Priority › Unbreak Now!
Status › Archived
Status › Confirmed
Status › Duplicate
Status › Needs Information from Developers
Status › Needs Information from User
Status › Needs Triage
Status › Resolved
Type › Bug
Type › Design
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Type › Patch
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Type › To Do
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Reference: blender/blender#54387
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Deleting a branch is permanent. It CANNOT be undone. Continue?
No
Yes
This is a rough proposed outline of tasks to work on for the code quest (based on discussion between @ideasman42 & @Sergey).
Alembic
Asset Manager?
Make it part of code-quest?
Depsgraph
This can be used for efficient calculation of motion paths. Viewport motionblur
** Sequencer prefetch rendering frames (in threads).
Drawing API's
IMM_BUFFER_SIZE, also see: #51921).Drawing Code Basics
Grease Pencil
greasepencil-objectbranch, merge in bite sized chunks.Interface
UI design and larger changes (proposed by @WilliamReynish) See: #54387#489773
This has large scope, so we'll need to plan how much is fesable for the code-quest.
COW display evaluated data, edit original.
Layers
Manipulators
Modifiers
Operators
Overrides
Physics & Particles
Python API
Refactor
BLENDER_SORTED_LIBSsee: P522Sequencer
Transform especially has very strange behavior (see: #35028 #7862 #53664 #6829 #54273). Remove grading in linear space option.
Tools
Versioning
Workspace
Remove Features
Cycles: use looptri (detect quads if needed). Remove from RNA: Python IO needs updating
Particles: We need operator to re-distribute to tris (can't do in
readfile.cbecause we need evaluated mesh). BVH utils uses still.After Code-Quest Topics
Nodes
Added subscribers: @ideasman42, @brecht, @fclem, @Sergey, @mont29, @dfelinto, @JoshuaLeung, @Jeroen-Bakker, @dr.sybren, @pablovazquez, @WilliamReynish
Added subscriber: @DuarteRamos
Added subscriber: @JorgeBernalMartinez
Added subscriber: @antoniov
@ideasman42 Nothing about grease pencil or this is before Code quest?
Nice one Cambo, but is this list set in stone? I would say the tool settings/top bar/active tools system should be a very high priority, and would be good to do while everyone is together. This also fits into the manipulators design topic - can't really see how we can do one without the other? Same goes for the 101 project, which requires a tools system that works.
I put together a design for it that we could look at too, and I'm sure we can do a great job.
Here's the relevant 2.8 document, mainly outlining the tools design issues: {F2478607}
We can also take a closer look at these issues when we arrive. Here's a brief list of what I think we could add to the topic list:
tool settings in top bar
Workspace tabs along the top
clean up tool settings flags so they are actually useable
Remove header-hotkey weirdo tool settings
fully implement active tools
integrate the manipulators with active tools
make tools consistent and beautiful to use
tweak default Blender settings to be more sane
re-implement View Modes, but more consistently compared to 2.79. Everything in the same menu.
Update default theme to be cleaner, calmer and more modern
Add consistent icons to all tools for all our modes
Add ridiculous amounts of UI polish, to make it insanely great
Looking forward to doing lots of great work in A'dam! :)
Cheers
Added subscriber: @leandro_cavalheiro
Added subscriber: @thornydre
Added subscriber: @NahuelBelich
Added subscriber: @Leroy-Xie
I'm not sure I can reply in this area, I saw lots ui idea in 2.8, it's make me crazy, even hate and angry, the Blender from amazing magical to normal and ordinary, lots style from photoshop, max, maya and modo, put them together and called it 101, lost itself for new users, WHY not make more tools tip for first open in blender, as far as I now, in photoshop 2018, unreal and 3d coat, they all have good tools tip to lets users to see it clear, for example, switch editor have hotkeys in blender, but less people know that, even lots old users. Actually not myself don't like the new ui design, include my friends, lots are old users, they are uses autodesk at before, and now blender start like autodesk in ui design. for photoshop, it's really not good in ux, tools bar in left, layer and property in left, move mouse left to right, right to left, the tools setting topbar more inconvenient, so in new photoshop version, more and more move in property panel, I have used photoshop in five years, almost less in topbar setting, yeah must be move your eye look for from left to right, the option panel is much more better. I really like blender, because it provided the different idea and operation than others, clear and light, very efficient in work. but now, more like autodesk with obese and awkward.
@antoniov: added grease pencil topic.
@WilliamReynish: No this is not set in stone. Thanks for the UI planning info, I was aware we had bigger plans for the UI, (now noted under Interface).
More detailed planning can be done when we meet. I'm mostly interested to get a big picture overview on things we'll plan to work on for the code-quest.
@Leroy-Xie: Blender 101 is something we try and not a new direction for all future development, further this design task is not a place to discuss pros and cons of each UI change.
Added subscriber: @heavypoly
Added subscriber: @zeauro
@WilliamReynish , some points of your proposal are ignoring some aspects of toolsettings or manipulators.
I mostly agree with proposal but I may disagree with some examples and remarks mentionned to justify what is in proposal.
And some parts of proposal are outdated, not taking into account what has been done in 2.8 branches (Grease Pencil Object,EEVEE,workspace/collections...).
I had too many remarks to formulate. So, here, a separate file that groups them.
2.8_Design_Proposal_remarks.txt
Do you have time to clean it and make it a little bit more up-to-date before codequest beginning ?
Added subscribers: @mendio, @pepe-school-land
@WilliamReynish Most of your comments about grease pencil have been solved in greasepencil branch and now the tool is working as any other tool in Blender with modes, brushes, etc. We still have pending the use of grease pencil in 2D and the use as annotation tool.
Another important point is to create a template for 2D animators. The idea is to attract to Blender a new type of artists, and the interface for these 2D artists should be more oriented to them. We have been working on the design during this last year and @pepe-school-land and @mendio have an idea formed of the needs. You can contact with us for more information.
Added subscriber: @juang3d
I would like to add two suggestions to Alembic:
1.- Make the spline workflow a bit more generic, this could facilitate the conversion in other packages of formats like DWG to be correctly imported in Blender, right now DXF is not working very well, and Alembic, being a more modern format could work better, also as a way to be able to import trajectories or splines modeled in other packages, wich right now is pretty hard to do, for example importing a spline from max is not possible AFAIK since FBX don´t support it and you will have to do different exports to use DXF, and again, it´s slow and not working very well for a bit complex scenes with splines.
2.- Include here the motion blur for deforming meshes with variable vertex count, since there is already a patch maybe this could be reviewed here and added, very useful to be able to cache fluid simulations and use it in production without the overhead of the simulator itself, we can do that right now, but Cycles motion blur won´t work on those imported meshes from Alembic.
I don´t knwo if those two are plausible or possible right now, but I wanted to remark them.
Cheers!
Cheers!
Added subscriber: @PawelLyczkowski-1
Added subscriber: @PierreSchiller
Commenting on F2478607 on William Reynish document:
Thanks for moving such great ideas into the ui design.
Added subscriber: @MichaelParucha
@ideasman42
Added subscriber: @wevon-2
This comment was removed by @wevon-2
I completely agree with William Reynish's design document. Working with active tools is more intuitive and unifies all the attributes, options and manipulators related to that tool.

The active tool system is better when you have to repeat an action several times, and although it is less direct, at any time you can call an action directly thanks to the use of Sticky Keys.
The use of Sticky Keys seems to break the current modal system, because it is uncomfortable to press more than one key at a time. I think that by pressing RMB during the execution of the tool, you can display a floating menu with all the options of the tool.
I leave a .gif showing the suggested option.
Added subscriber: @JacobMerrill-1
What about a system to prerender scene reflection and lighting probes to get decent performance out of eevee?
https://research.activision.com/t5/Publications/Precomputed-lighting-in-Call-Of-Duty-Infinite-Warfare/ba-p/10346417
Didn't really realise the doc would get picked up, but here's an update:
2_8_design_proposal_v02.pdf
Added subscriber: @michaelknubben
@WilliamReynish Radial menus are a designed, defined thing, with clear pros and cons. Throwing 30 things into a circle goes against the point.
A pie menu with north, northeast, southeast, east, southwest and northwest in it similarly isn't great. The cardinal directions (north, east, south, west) are the most important, they should be given preference.
Any extra slices after 8 are subject to diminishing returns
About adding some type of menu of selection area when tool is collapsed, we had this exact issue in grease pencil branch. When an artist is drawing, he needs the maximum drawing area, and the tools and menus are only annoying things.
As in grease pencil we need select colors, we decided to implement a color selector not depending of the toolbar (we want collapse it). This color picker can be activated from bottom bar or pressing P in the viewport.
Example calling from bottom bar:

Example calling using P key (here all tools are collapsed):

Antonio, I agree! Especially for repetitive tasks like color picking, it's a huge deal to have a popup happening under the cursor to reduce mouse travel.
https://youtu.be/QNixxQ6BVxQ Here is a materials popup I made for this purpose + a few convenience scripts. This also frees up a properties area for something else...before I found myself switching tabs there too often to get to materials.
I´m not sure where to put this, so I´ll put in this more generic thread, but please point me to the correct place if there is one.
This comment is related to the tool settings shown in the Top Bar, the options of Pop Overs is good, but it is rather limiting in some situations, please check this pictures.
The current design is great to hide all the clutter of the tool settings from the UI:
But the current design is also very limiting because it adds an additional click and mouse travel to fix a setting, something you may want to do a lot and very fast in some situations, so some people suggested to put a "pin" in the pop up to keep it visible at all times:
But this is not a solution either because the pop ups are bigger than their names so as soon as you have two pop ups together you get a pretty big overlap problem:
The solution I propose to this is pretty simple, to create a Tool Settings panel, in a similar fashion to the Properties panel, something that is not related to the viewport, it´s a full panel on it´s own, and it will have the same settings shown in the top bar, this could allow more freedom to develop different kinds of tools or addons, and this will give us the ability to rapidly iterate over settings and not loosing sight of them:
This could host also settings and options for more complex addons or tools like ArchiPack, where not everything is just a button activated tool, or for example the Asset Manager addon, where you may want to have all settings at hand at any time.
Hope this is useful in some way, cheers!
@juang3d What you worry about is exactly what I worry about too, in 2.7x, the tool panel is very friendly for addons setting, yeah, the icon in 2.8 is very beautiful, but not friendly for tools setting and look for tools, e.g. the brush, in 2.7x all in one grid list, but in 2.8, If you are not familiar with it, you must unfold everyone groups to look for, the tools setting too. for quick unfold groups, so I am highly recommended can use hot keys to do this, like when the cursor over the tools group, press A to unfold, and the tool groups can auto unfold when the cursor across over the tools. and best this worked for the top bar too, this very useful for quick work, please please please to add this hotkey. btw I find when the mouse cursor over the value domain will become double arrows, it's make me fill strange, like the old behavior much more. sorry my poor English
Changed status from 'Open' to: 'Archived'