Week 12 (August 10 - August 17)
Mainly worked on getting the build system side of the branch ready for merging into master, as well as preparing further XR development for after GSoC.
- With my GSoC project coming to an end, it’s time to think about the “big picture” for XR in Blender. So I did just that and wrote a document that I’ve already sent to a number of stakeholders. Further discussion should happen on developer.blender.org, so I’m probably going to split the document into multiple tasks there.
- Committed patch for thread safe GPU_matrix access (e6425aa2bf).
- Linux: Add OpenXR-SDK to install_deps.sh (9e7c48575a).
- Remove bundled OpenXR-SDK sources from extern/ (0dd3f3925b).
- Prepare build system utilites for platform maintainers to include the SDK (d0177fc541).
- General fixes (8138099fa95, eb477c67a15, …).
We’re trying to get the file-browser redesign ready for a merge ASAP. So I worked on the remaining bits, and did many small tweaks and fixes. It’s sooo close to being ready!
The final week! I’d like to get the branch into review in this week. The build system related stuff should be ready, I’ll have to go over the changes to see how much polish is needed.
For a merge into master, I don’t think it’s a good idea to expose the VR session toggle by default (which is the only VR related thing exposed in the regular UI right now). VR support is a big topic and much more work is needed. We’d only disappoint users if we showed a VR session toggle in this early state.
We could disable
WITH_OPENXR by default, or allow enabling it via a Blender command line argument (e.g.
--enable-vr). However, my prefered solution would be to do this via an Add-on that makes the early state of things clear and that is disabled by default.
There’s not much user documentation to be written, given that only a single button was added to the UI and that the VR session doesn’t allow any interaction yet. I might still put down some general information, but I’ll do that in the shape of Add-on documentation.
AFAIK I have to write a final project report though.
If there’s time left, I’d still like to play a bit with input and haptic support.