Day and Time: 2024-06-17T12:00:00Z
Meeting Link
Present:
- Howard Trickey
- Campbell Barton
- Iliya Katushenock
- Nika Kutsniashvili
- Daniel Bystedt
Agenda:
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Current Projects - Status
- Howard: tried finding a problem with index order changing in exact boolean on latest XCode toolchain; gave up after a while to work on more urgent things. Some more coding on Manifold boolean, but nothing new to report.
- Nick found “Extra Mesh Objects” was second-most downloaded extension and added a couple more. Made a PR for torus. Maybe most people want quad sphere and empty mesh. Should these be added as primitive. Meeting members agreed. A good “first project” would be to make C++ versions of some of these.
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UV Task on workboard
- Daniel made a bunch of UV improvement design tasks on workboard
Highest priority: grid unwrap. Find places in model where it “makes sense” and only gridify those. One idea: look for UV vertices with 3 neighbors.
Last GSOC UV project didn’t get merged in but Germano replicated functionality and put it in.
One project suitable for junior (GSOC): hot keys (in task)
- Daniel made a bunch of UV improvement design tasks on workboard
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Open High Priority Bugs
- Loop cut and Curve Modifier stop working properly
- outline of curve object with modifier is in wrong place
- Phillip isolated breaking commit 0c89e2d60e
- this area is a bit of a can of worms. Thinking of making this not high priority.
- Crash after editing multi-user mesh data with two scenes open
- two views of data; triggers an assert in CustomData_get_active_layer_index (the data argument has no layers or any other data).
- Crash when extruding mesh after removing element with bmesh in edit mode
- python script deletes a vert and seemingly leaves mesh in bad state
- need to investigate to see if script is using API correctly
- it does seem to be the case that the API is not being used correctly (not recalculating retriangulation afterwards)
- probably close this as not a bug
- FBX and USD import is broken - blender does not detect custom normals, puts hard edges where they are not.
- feels like I/O module bug, not modeling bug
- but it could be a modeling bug if the importer/exporter code is calling the correct api internally. Needs a bit more investigation.
- new_from_object crash with mesh DepsgraphObjectInstance.object created from non-mesh instance_object
- Hans says: “I spent some time looking at this and didn’t find anything yet. That said, the fact that the crash happens while retrieving mesh data is not really the problem but a symptom of some other larger problem in this area, which is particularly ugly.”
- Vertex weights menu cannot be operated by mouse dragging
- A UI problem due to underlying data changing. Seems hard to fix.
- Should look into why it used to work and doesn’t work any more (custom data changes).
- Loop cut and Curve Modifier stop working properly
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Modeling User Feedback on some UI todos:
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- For all of preceding: need a design and meeting of its own to discuss
- Note: this should also be in all modes, not just mesh editing. Quite a big project.
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Fix #119397: X-Ray not available in Rendered mode when using Workbench #119769
- UV module explained that it shouldn’t be available because it would duplicate the place where you change visibility. So decided to leave it as a not-an-issue.
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WIP: Shift Extrude and Duplicate of meshes and objects #118968
- a work in progress that will eventually be done
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WIP: UI: Refactor menus in Edit Mode #113122
- we now have by-domain menus (vertex/edge/face), but most of them don’t make sense to divide it that way, and also creates duplicates. Idea was to organize menus by type, not domain. Tried to organize like modifiers: Edit / Generate / Deform / …
- It is really tricky to add things. E.g., if there was a dedicated bevel menu, it would be easier to organize.
- Then some shortcuts can be freed up
- This is quite a large change. Affects muscle memory, extensions.
- When people come from other software, they are confused about e.g. extruding vertices, edges, faces come from the same place.
- Easier to find things in menus when there are few things.
- Because there will be more submenus: there will be more shortcut key combinations
- Think of new user trying to find out what Blender does by perusing menus: a better organization could help this
- A good idea: create a new build and let users respond on a devtalk feedback thread
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Floating point error bug report, continued discussion
- case by case response seems necessary at this point still
- a FAQ document on floating point in the context of 3D programs would be useful for pointing to by triagers
Next Meeting:
- Day and Time: 2024-07-01T21:00:00Z
- Meeting Link