Dev talk:SundayMeetingAgenda/2009-03-29th

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http://pasteall.org/4795

            *	kaito has changed the topic to: Meeting time!
     <DingTo>	Current projects, 2.5, 2.49 status, GSOC ?
      <kaito>	yeah seems like it!
      <kaito>	maybe we should appoint DingTo to make meeting minutes!
     <DingTo>	nah
     <theeth>	yes
     <theeth>	majority wins!
     <elubie>	brecht: would you have a few minutes after the meeting - I have some issues with current MS
            	VC compile for 2.5 since this merge: http://lists.blender.org/pipermail/bf-blender-cvs/2009-March/01
            	8511.html 
      <kaito>	ok; i'll do :)
     <brecht>	elubie, ok
     <elubie>	brecht: (weird crash in ghost during debug)
      <kaito>	dingto can throw rotten fruit at people who talk off topic
     <elubie>	brecht: cool

Current projects

             *	kaito has changed the topic to: Meeting time! 1) current projects
        <shul>	elubie: do u use ffmpeg ?
             *	shul ducks as a rotten banana flies above him
      <elubie>	shul: yes, had some library mixup too but that didn't solve it. Let's continue after meetin
             	g
        <shul>	elubie: try compiling without and see
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      <Moguri>	Wow, I think I need to restart, things are getting goofy :s
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      <theeth>	no current projects talk?
      <DingTo>	ben2610: GE updates?
     <ben2610>	API cleanup in progress
     <ben2610>	We're boosting to finish for 2.49
       <kaito>	nice
     <ben2610>	On my side, I'm implementing Bullet dbvt broadphase to view frustrum culling and occlusion
             	 culling in the BGE
      <theeth>	ben2610: are you going to review dfelinto's dome code for 2.49?
     <ben2610>	theeth: normally yes
     <ben2610>	when is 2.49 btw?
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      <theeth>	nothing planned yet, IIRC
      <theeth>	when you guys are done, I guess
     <ben2610>	ok :-) in a few weeks then
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       <kaito>	ehh
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       <kaito>	schlaile: any ffmpg note for meeting?
    <schlaile>	kaito: works for me?
    <schlaile>	:)
      <Moguri>	:)
      <Moguri>	I can compile :D
<andrecastelo>	I can't
        <Tr3B>	where can i make a request for the Python API?
             *	Moguri pokes ideasman42__
       <kaito>	Tr3B: do that at end of meeting
        <Tr3B>	i need something to be disabled in editbones_to_armature
        <Tr3B>	ok
        <Tr3B>	when is the end of the meeting?
      <DingTo>	you'll see at the topic
      <Moguri>	Tr3B: Whenever it ends :P
       <kaito>	90 mins?
        <Tr3B>	ok
      <DingTo>	any other current projects?
<ideasman42__>	Tr3B, ask in PM
<ideasman42__>	migius's matrix re-gigging?
      <Moguri>	I've been to one that lasted like, 3~4 hours because we were talking about some python topi
             	c the whole time XD
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      <DingTo>	i suggest to go on then?
       <kaito>	nice i like short meetings :)

Blender 2.5 progress

             *	kaito has changed the topic to: Meeting time! 2) Blender 2.5 progress
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             *	kaito shamefully admits he had hardly the code time he wanted
       <kaito>	the ui widget code is far from ready, i have to redo the entire internal structure to make i
             	t work good
       <kaito>	new theme definitions, better button shape definition, callbacks for handling, that stuff
       <kaito>	and good hooks for the layout system
       <kaito>	it *seems* my schedule next week is quite empty tho, so i'll happily work on it further
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     <joel_nl>	speaking of Theme/UI   looking at mfoxdogg's work on the render panels, there should be a 
             	nice divider thingy for menu sections.  (hope that makes sense )
     <joel_nl>	http://mfoxdogg.googlepages.com/tweaked_render_buttons.jpeg
       <kaito>	yesyes, all in the WIP section
     <joel_nl>	sorry ;)
        <shul>	whats the word on ops and python and contexts ?
      <Moguri>	Hey, the arrows are facing the right way :D
       <kaito>	brecht: you got updates?
      <brecht>	vekoon is adapting his blender API code
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      <brecht>	we reviewed it and decided on some changes, to make it integrate better with RNA
      <brecht>	instead of duplicating some things
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      <brecht>	so, when that lands we can see how to converts operators to use it
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      <brecht>	but that is not very high priority at the moment i think
       <kaito>	brecht: ok; and whats on your todo for next days/week?
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      <brecht>	personally i'm working on getting UI code pluggable for python
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      <brecht>	so python can register panels etc
       <kaito>	like what you did in buttons_object.c?
       <kaito>	ah i saw your proposal
       <kaito>	note that we should try to only use registered or RNA defined texts for ui
      <brecht>	further i'm working on some other RNA related things for the buttons
       <kaito>	to ensure we can get a simple translation system
       <kaito>	your first buttons code still uses hardcoded c labels
      <brecht>	i'm working on soft/hard range, animato keyframe for buttons, an RNA pointer button (e.g. o
             	bject parent)
      <brecht>	yes, the labels are an issue, it's related to RNA groups
       <kaito>	cool
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<ideasman42__>	brecht, kaito - can the UI own strings? - will help with python
<ideasman42__>	(or did we agree on that at wintercamp?)
       <kaito>	who is "the UI" :)
       <kaito>	RNA owns strings for time being
       <kaito>	and for panels it's "the ui"?
       <kaito>	maybe for templates too
<ideasman42__>	yep, but you might want to call an operator with certain options and have your own na
             	mes
       <kaito>	well; how would you translate that then
       <kaito>	would be nicest if such operator usage can generate own name
      <theeth>	kaito: the problem is that python will free the string when the script ends, so the ui draw
             	ing code will referenced free memory
       <kaito>	based on rna
       <kaito>	eh he's talking about py operators?
      <theeth>	no, py ui
<ideasman42__>	about Py UI
<ideasman42__>	if python draws a button or label
       <kaito>	ehh i dont see how this would be an issue if you just rna
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       <kaito>	+use
      <theeth>	how do you use rna to draw a label?
       <kaito>	because its rna group or so
       <kaito>	we can make a label registry too, like for panels?
<ideasman42__>	eh.? - seems overkill
       <kaito>	i rather first see the cases where using rna fails
     <jwstolk>	 durian is all about overkill.
       <kaito>	because then the operator/rna spec fails too, and we could look at fixing it there
      <brecht>	if you never pass a string from python, there is no issue
<ideasman42__>	operator button names cant be easily automatic
      <brecht>	if for some reason we have to anyway, we can definitely let the UI code own it
       <kaito>	further; i dont tallk about 'everything you want to do' but about 'what we will put in relea
             	se'
<ideasman42__>	agree this should be an exception rather then a rule
       <kaito>	in the end people can mess around with own strings as much they want
       <kaito>	but thats not nice for us to release that i think
<ideasman42__>	kaito, button names for operators are not that exceptional though - neither is a desc
             	riptive label
       <kaito>	sofar i named all operators with a button name
       <kaito>	and i think we also agreed on making ops as small as possible
       <kaito>	so if you define operator button as 'use property X set" it can just draw that as string nam
             	e in button
       <kaito>	"Extrude: Using Normal"
       <kaito>	or give the rest as a tooltip...
<ideasman42__>	hrm. think this will be too in-practical in a lot of cases
       <kaito>	well; lets check on this with practical examples asap?
<ideasman42__>	"Snap Cursor to Grid" vs "Snap Cursor: Target=Dird"
<ideasman42__>	Grid*
       <kaito>	no meeting time needed for this now :)
<ideasman42__>	no
             *	kaito wants to see a toolbar with properties work in shortest term
       <kaito>	its on my list right after the drawing code :)
       <kaito>	or in worst case i'll drop it on brechts desk!
       <kaito>	slightly 2.5 dev related: i've decided to move durian at least to after summer, to ensure i 
             	got enough time for 2.5 work and siggraph
       <kaito>	and for siggraph the plans are this close -> <- to have a great booth again! :) 
      <theeth>	joy!
             *	kaito really really wants to show off there
     <Mystery>	something hopefully related, with the new drawing code, would popups be possible?
<erwin_bullet>	a booth?
       <kaito>	a giant one!
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       <kaito>	20x30 feet island
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      <DingTo>	hey erwin_bullet
       <kaito>	erwin_bullet: so make sure bullet is in shape then :)
    <eyecandy>	kaito: remember to have mini cds with blender and stuff for the booth :)
<erwin_bullet>	sure, I will have OpenCL acceleration!
      <DingTo>	should we go on with 2.49?
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       <kaito>	we'll do free dvd handouts
      <theeth>	eyecandy: floppy with Blender on them!
    <eyecandy>	woot floppy!
<erwin_bullet>	(AMD helped converting the CUDA stuff into OpenCL, which works cross platforms on CPU
             	 and GPU)
     <joel_nl>	eyecandy: arent usb sticks better ?
        <shul>	kaito: maybe thumb drives with blender instead?
    <eyecandy>	joel_nl: but dvds you can use as frizzbees! :)
<ideasman42__>	floppys say more, but were still at ~2.2mb
        <shul>	not all of the computers today have optical drives.. USB is more common
       <kaito>	shul: if you sponsor it
        <shul>	kaito: I'm sure its the same price as dvd
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    <eyecandy>	shul: *per* dvd?
     <joel_nl>	erwin_bullet: is that the same stuff i saw on the Khronos site ?   the  opencl physics ?
             *	shul don't have money, he lives with his gf in a tiny tiny apt
      <theeth>	shul: I seriously doubt it
       <kaito>	dvd repro is 20-30 cents or so
    <eyecandy>	isnt a dvd like 0,3 cents nowadays?
        <shul>	I'll have a look
     <joel_nl>	erwin_bullet: oops.. that was Havoc
<erwin_bullet>	ah, Siggraph is in New Orleans?
      <theeth>	erwin_bullet: yup
             *	erwin_bullet remembers the good old days, 2001?
       <kaito>	2000
       <kaito>	Nine Years Later :P
<erwin_bullet>	Blender had a gigantic booth back then :)
       <kaito>	this time also gigantic, but low budget :)
     <joel_nl>	how low ?
<erwin_bullet>	we work on some fracturing, it requires some tools...
       <kaito>	and no CEOs or marketing people!
<erwin_bullet>	'overhead' :)
             *	kaito suggests to go back to topic
      <theeth>	have the booth made of papier mache
      <theeth>	(and no booth hobos please)
       <kaito>	sig is august 3-7, and great target for working 2.5 demos, even when beta only
<ideasman42__>	operator still need quite a bit of reworking, can make a list of todo's (or could jus
             	t do them)
     <joel_nl>	erwin_bullet:   fracturing ?
        <shul>	found these guys http://www.ysspromo.com/14.html?sm=55397 but they don't answer...
       <kaito>	oh the poor homeless people in New Orleans...
<erwin_bullet>	yes, fracturing rigid bodies into small parts, possibly pre-fractured in the 3d model
             	er, assigning strengths etc.
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       <kaito>	theeth: that was plan B, if we cant do booth :)
      <theeth>	lets hope it doesn't get to that :)
             *	kaito would love to see this zombie scene! :)
<andrecastelo>	i'll buy the gamekit 2 to support a bigger booth
     <joel_nl>	erwin_bullet: have you read the paper of Matthias Müller ?   "Real-Time Simulation of Def
             	ormation and Fracture
     <joel_nl>	of Stiff Materials"
     <joel_nl>	erwin_bullet: sory, will talk to you about this after meeting perhaps ?
<erwin_bullet>	joel: probably.
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      <DingTo>	kaito: 2.49 ;-)
      <elubie>	shul: I'd like this one: http://www.ysspromo.com/m9_view_item.html?m9:item=237 ;)
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Blender 2.49 status

             *	kaito has changed the topic to: Meeting time! 3) Blender 2.49 status
<erwin_bullet>	Matthias is working for the competing PhysX sdk, and tries to patent whatever he can.
             	 I promote open standards/implementations.
      <DingTo>	ok 2.49
      <DingTo>	i found a serious problem!
      <DingTo>	realtime softbodys, comparison 2.48a with Trunk: http://chronosom-studios.de/data/dingto/te
             	mp/softbody.ogv
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      <DingTo>	i guess thats related to erwin_bullet s update
      <DingTo>	file: http://chronosom-studios.de/data/dingto/temp/softbody.blend
<erwin_bullet>	.ogv?
      <DingTo>	ogg vorbis video
      <DingTo>	vlc plays it
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        <shul>	totem player can show it too
        <shul>	on my fc10 
    <dfelinto>	erwin: se 
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<erwin_bullet>	let's not disrupt the meeting agenda.
<erwin_bullet>	(either PM or use Bullet forums)
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      <migius>	ready for preview: patch for 2.49 -  apply_matrix for negative scaled objects
       <kaito>	well if trunk has serious issues, we cannot do 2.49
<ideasman42__>	erwin_bullet, theres also problem with bullet now having physics objects as dynamic e
             	ven if they are not set to this
      <DingTo>	indeed
<ideasman42__>	(objects rotate when they used to not do this)
      <migius>	http://wiki.blender.org/index.php/User:Migius/orientation_matrix
<erwin_bullet>	ideasman: do you have blend files for that?
       <kaito>	erwin_bullet: i guess you're around for helping to get 2.49 bullet options compatible to 2.4
             	8a?
<ideasman42__>	erwin_bullet, nope but its very simple - like cube+plane
<erwin_bullet>	sure, please let me know what the most urgent topics to fix are.
   <dfelinto_>	erwin_bullet: we need a nice doVersion. Did you read this email: http://lists.blender.or
             	g/pipermail/bf-committers/2009-March/022923.html
       <kaito>	hah erwin being swamped :)
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       <kaito>	you know erwin_bullet, "I wish you many users" :P
<erwin_bullet>	can you file a bug in the game engine tracker, called Bullet 2.49a backwards compatib
             	ility with 2.48, and attach some .blend files with description?
<ideasman42__>	erwin_bullet, just tested - make plane at some angle and scale up- set Cube as dynami
             	c- when it drops on the plane it rolls
      <DingTo>	i also suggest to do some more tests with texture nodes, tests and playing around with it i
             	ndicates that it doesnt work the same every time, i still have to investigate the specific problems
             	
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<erwin_bullet>	'dynamic' instead of 'rigid body' ?
<ideasman42__>	right
<ideasman42__>	atm there is no difference
    <dfelinto>	erwin_bullet: it's there already :) http://projects.blender.org/tracker/?func=detail&aid=
             	18446&group_id=9&atid=127
<erwin_bullet>	that sounds more like an integration bug, not in Bullet. I'll check it out, but perha
             	ps Benoit can help?
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<ideasman42__>	sure, but its an integration thats new since 2.48 ;)
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<erwin_bullet>	so we are discussing issues that pop up since 2.49a/latest trunk, compared to 2.48, r
             	ight?
<erwin_bullet>	ideasman: I don't see the rotation problem mentioned in that tracker issue.
<ideasman42__>	which issue?
<erwin_bullet>	'dynamic' not working
<ideasman42__>	hrm, I didnt see an issue for this at all, just noticed while using the BGE
<erwin_bullet>	can you  add it all to this issue: http://projects.blender.org/tracker/?func=detail&a
             	id=18446&group_id=9&atid=127
<ideasman42__>	anyway- bullet issues need to be resolved before release, can talk on the ML or track
             	er
       <kaito>	erwin_bullet: i've added this in notes for bf-committers too, point everyone at tracker for 
             	bullet stuff
<erwin_bullet>	what issues in short?
<erwin_bullet>	damping, dynamic, pivot, those 3?
<ideasman42__>	yep, think thats all
<erwin_bullet>	damping already has a patch, it just has to be applied by me or Benoit, right?
<erwin_bullet>	'dynamic' should be a trivial patch, I'll check it out.
    <dfelinto>	erwin_bullet: kind of, we should patch it all at the same time to avoid a lot of do_versi
             	on
<ideasman42__>	yeah that one should be applied right away, just the other 2 are unknown
<ideasman42__>	I might have also broken softbody since it used to rely on welding verts at 0.1, but 
             	I dont think this is the bug in the video
<erwin_bullet>	ideasman: can you add a sample .blend for the soft body to that topic too?
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<erwin_bullet>	we can expose the welding distance (0.1) to the soft body 'advanced' settings if need
             	ed
<ideasman42__>	erwin_bullet, I changed physics mesh creation not to do welding
<erwin_bullet>	it needs welding probably.
<ideasman42__>	its really slow
<erwin_bullet>	we can make it faster
<erwin_bullet>	it needs welding, can you change it back?
<ideasman42__>	maybe, but I think we should look into better solutuion
<erwin_bullet>	'make it faster' is the solution
<ideasman42__>	eg - welding optional or a post-process
<ideasman42__>	DingTo, can you make a softbody example? a tracker report
      <theeth>	ideasman42__: in the mean time, revert it
<ideasman42__>	theeth, which?
<erwin_bullet>	please report in the same issue:
<erwin_bullet>	http://projects.blender.org/tracker/?func=detail&aid=18446&group_id=9&atid=127
      <theeth>	your commit that removed weilding
      <vekoon>	hey there
<ideasman42__>	theeth, Id rather not
      <DingTo>	ideasman42__:  sure
      <theeth>	an optimization that breaks thing is no no
      <vekoon>	ouch, missed 2.5 progress
<ideasman42__>	theeth, relying on remove doubles is not good either
<erwin_bullet>	indeed, please revert back.
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      <theeth>	ideasman42__: either you do it or someone else does
<ideasman42__>	cyborg_ar had a scene that took over 30sec to load
<ideasman42__>	now ~4
      <theeth>	like erwin said, that's not the solution
<erwin_bullet>	we could do only welding for soft bodies, not for other objects.
<erwin_bullet>	we have to check it, but simply removing welding breaks too many things
        <shul>	vekoon: as for 2.5, I understand brecht is waiting for u
       <kaito>	ok... bullet issues clear?
<erwin_bullet>	ideasman: I'll look into a faster welding method
<erwin_bullet>	kaito: hope so, yes.
      <vekoon>	shul: yeah I'm integrating my API code into RNA
      <vekoon>	it's some bit of works right there
<ideasman42__>	erwin_bullet, could it be a post-process? - like blenders remove doubles is not that 
             	slow
<ideasman42__>	rather then remove doubles when adding each face
<erwin_bullet>	ideasman: actually, it is some stupid implementation of adding triangles: we can prev
             	ent doubles in the first place, no need to 'remove them' afterwards.
       <kaito>	i can email to bf-committers to consider trunk really feature-frozen now, no new stuff, only
             	 finishing what's there and bugfixes
<erwin_bullet>	ideasman: post process?
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       <kaito>	pre process probably :)
<ideasman42__>	erwin_bullet, its using blenders original verts so only case remove doubles is needed
             	 is where uses split off verts and expected them to act connected
<ideasman42__>	or high poly softbody with verts closer then 0.1
<erwin_bullet>	ideasman: problem is that user can flag triangles as non-colliding, so we need at lea
             	st a new index array
<ideasman42__>	erwin_bullet, it deals with this
<erwin_bullet>	ideasman: we can add a setting for that 0.1 value
    <dfelinto>	kaito: trunk feature-frozen? Should I commit BGE dome code then? (easy to revert later if
             	 it's not good) though I would rather some review first.
<erwin_bullet>	ideasman: so what is the problem exactly?
      <theeth>	dfelinto: keep it in branch for review
       <kaito>	dfelinto: how certain are you for this?
<ideasman42__>	erwin_bullet, just saying that its not removing doubles anymore
<ideasman42__>	in most cases it wont need to - except for the softbody case
<erwin_bullet>	does the BGE dome code touch a lot of files? better keep it in a branch I would say.
      <theeth>	dfelinto: dome code has been worked on for a while, it's not a "new" feature
<erwin_bullet>	ideasman: can we leave the original path, for soft bodies?
    <dfelinto>	theeth:  ok I got it.
<ideasman42__>	erwin_bullet, can add an option that allows remove doubles?
       <kaito>	dfelinto: what is your proposal? need review and commit in trunk?
      <theeth>	ideasman42__: just do it all the time when the object is softbody
<erwin_bullet>	ideasman: to be backwards compatible, doing a special case for soft bodies is easier.
<ideasman42__>	yeah but 0.1 is a bit dumb too
       <kaito>	dfelinto: if in doubt, its good off in branch too :)
    <dfelinto>	kaito: this is my proposal: http://lists.blender.org/pipermail/bf-committers/2009-March/0
             	22962.html It needs review
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       <kaito>	dfelinto: after all, the handful of dome users can make own build or compile self
<erwin_bullet>	0.1 can be exposed in the advanced soft body GUI
<ideasman42__>	can do this in a way that loads old files ofcourse
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      <DingTo>	ideasman42__: ok done: https://projects.blender.org/tracker/index.php?func=detail&aid=18470
             	&group_id=9&atid=125
    <dfelinto>	kaito: that's true. But IMHO it's an elegant hook. It doesn't affect BGE performance at a
             	ll. 
       <kaito>	dfelinto: eh 'share own build or compile'
<erwin_bullet>	ideasman: we need removal of doubles by default for soft bodies, with a threshold (0.
             	1) that can be changed in the advanced settings of soft body.
<ideasman42__>	erwin_bullet, yep
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       <kaito>	dfelinto: i'd say, if you get ben2610 agreeing on it, it can go in trunk :)
<ideasman42__>	but DingTo's bug report I think is not related to my commit
<erwin_bullet>	dfelinto: let ben2610 do the commit, you provide the patch
    <dfelinto>	kaito: that's what I've been working on :) he agreed with the general design already. but
             	 I think he never saw the code.
       <kaito>	oki
      <Moguri>	Oh, oops, 2.49 status :s
             *	kaito suggests to move on now
      <migius>	there is a patch for 2.49, waiting for review (theeth did it already): apply_matrix (=matri
             	x2scale+matrix2euler) for negative scaled objects
      <migius>	http://wiki.blender.org/index.php/User:Migius/orientation_matrix
      <elubie>	dfelinto: you think dome could be 2.49 target still? In this case review soon is probably g
             	ood. But if the relevant people agree it could still be merged at a later stage from branch
             	
    <dfelinto>	elubie: it certainly could be target to 2.49 IMO.
      <brecht>	migius, did you test the functionality that uses these functions?
      <brecht>	this seems really quite a risky change for 2.49
      <theeth>	brecht: IIRC, a lot of stuff is already broken when dealing with negative scale
      <migius>	i tested on objects, but not  on armatures yet
       <kaito>	migius: your preposition is also not true (Blender orientation-matrix is an orthogonal_matri
             	x. Applying non-orthogonal-matrix (e.g. shear-matrix) doesn't work - it is on-the-fly transformed in
             	to orthogonal-matrix, so some information is lost or corrupted.)
             	
       <kaito>	parenting or constraints will allow
      <migius>	nobody is perfect :)
      <migius>	i know
      <migius>	but not as original matrix
       <kaito>	further; the obmat is readonly for python imho
    <dfelinto>	elubie: but as I said in the email, it's the first time I coded so many lines. It works b
             	ut I can't make sure it's a polished code. But I can work that in off, bogging brecht and ben2610 fo
             	r a review if they have time.
<ideasman42__>	kaito, nope
       <kaito>	but thats another topic :)
<ideasman42__>	:)
       <kaito>	i mean *should* :)
      <elubie>	dfelinto: that's fine, just keep poking people for review ;)
             *	kaito will make sure its not in 2.5! or kick it out!
<ideasman42__>	cool!
<ideasman42__>	kick it away
      <theeth>	dfelinto: I asked ben2610 earlier in meeting, he said he should review it
      <migius>	kaito: apply_matrix doesnt write to matrix, only represent in euler and scales
      <brecht>	migius, before change is applied it definitely needs to be tested with armatures, keyframin
             	g, constraints, ..
    <dfelinto>	theeth: that's great. Thanks a lot Martin !
       <kaito>	dfelinto: thank ben!
     <ben2610>	migius: about this subject: there is an incompatibility between Blender and the BGE w/ reg
             	ards to matrix
      <theeth>	yes, thanks ben2610 
       <kaito>	:)
      <theeth>	I just mastered the skill of poking people
      <migius>	brecht: who can check it competent?
      <theeth>	kaito: which reminds me, about those modal operator keymaps... ;)
       <kaito>	ouch!
      <migius>	i have no/little experience with armatures
       <kaito>	that stick gets sharper every week!
      <migius>	ben2610: could you point me to this issue?
     <ben2610>	migius: the BGE only supports uniform scaling *except* for the leaf object in a Parent-chi
             	ld chain. If there is a non-uniform scaling in between, the result differ in Blender and the BGE
             	
        <shul>	kaito: quickly: how many USB memory would u need for sigraph ?
     <ben2610>	this is because the BGE treats scaling independently to the rotation while blender combine
             	s both
      <migius>	ben2610: interesting
       <kaito>	shul: no idea, at least a gig?
      <theeth>	ben2610: yeah, students had lots of problems with that in the blender class I give at uni
        <shul>	no, I mean how many, not what size..
     <ben2610>	the separation of scaling is a requirement of Bullet and IMO much cleaner that what Blende
             	r is doing
      <migius>	look at my proposal for inverse matrix: http://wiki.blender.org/index.php/User:Migius/orien
             	tation_matrix
      <migius>	ben2610: ^^
       <kaito>	migius: we can come back to your proposal outside of meetings
       <kaito>	or mailing list
      <migius>	kaito: ok
      <theeth>	ben2610: would it be possible to make the blender->ge conversion fix that (not asking if yo
             	u'll do it, just if it's possible)?
       <kaito>	best is to stick to defining actions in meetings, not reviewing/discussing too much
      <theeth>	kaito: his proposal is already on the mailing list
       <kaito>	yep. but no discussion :)
       <kaito>	maybe its too hard to grasp...
      <migius>	kaito: i would like to now, who can help to check the dependencies of this patch
<erwin_bullet>	migius: this patch is for after 2.49, right?
       <kaito>	migius: i don't do python... and work on 2.5 now :)
      <migius>	erwin_bullet: it is for 2.48
<erwin_bullet>	? back in time?
      <migius>	*2.49 too
      <migius>	:)
       <kaito>	if you change math so much migius, you might better name the function differently to not bre
             	ak stuff
      <DingTo>	i guess he developed it for 2.48
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      <migius>	it is bugfix!!! not patch
<erwin_bullet>	migius: it could potentially break more then it fixes.
      <theeth>	kaito: IIRC, the function is broken for negative scale already, this is a fix
       <kaito>	http://wiki.blender.org/uploads/0/06/Orientation_matrix_arithb_c_patch.txt
       <kaito>	ok so this is all?
      <brecht>	maybe it is broken, but i would be surprised if other functions compensate for it
      <theeth>	unless somebody can vouch for all the cases that function is used and say the fix doesn't b
             	reak things more than it currently is, I think it might be better to put that in 2.5
             	
      <brecht>	*would not be
      <migius>	erwin_bullet: i know the risk, but it is realtively small, Existing routine produce error r
             	esults, so what
             *	kaito thought it was a py thing
<ideasman42__>	not a py thing
<erwin_bullet>	migius: as long as it doesn't break any BGE features, I'll leave the complaining to o
             	thers :)
      <Moguri>	ben2610: ideasman42__: andrecastelo: Are we meeting after the meeting for bge api again?
<ideasman42__>	but I have had this problem before and current results are problematic too
<andrecastelo>	sure
     <ben2610>	Moguri: ok
       <kaito>	migius: ok; a good reliable matrix -> size/eul is very good to have, but my guts tell me its
             	 better to make it a new function, and insert it only on places you know will work with it well
             	
<ideasman42__>	cant this be tested with some complex blendfiles to prove it works ok? - then let use
             	rs do the rest
       <kaito>	i recall code in blender assumes a failing mat-to-eul/size
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             *	Received a DCC CHAT offer from joeghi
      <migius>	kaito: or i check all dependencies (listed in my proposal with doxygen)
       <kaito>	migius: yep thats very nice :)
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       <kaito>	but it makes it still work to check each
      <migius>	i have prepared a blend file for intensive tests 
<erwin_bullet>	migius: can you also test all the BGE regression tests?
       <kaito>	let me phrase it this way then: i will love to check it, like in june or later
      <migius>	yes, i will try
       <kaito>	this is too much to 'just do and see'
      <elubie>	migius: I think the suggestion to write new function and name it diffenrently is a good ide
             	a. Then one by one go through the dependencies, replace and test smaller area until confirmed it wor
             	ks
       <kaito>	put in patch tracker and assign to me?
      <migius>	elubie: a part is tested alredy, and works
       <kaito>	i'm quite familiar with all code on blender side that uses this
      <migius>	kaito: reported in bugtracker
             *	kaito proposes to move on
      <DingTo>	+1 lets do GsoC
       <kaito>	migius: its really cool to have this fix, but i hope you understand to not include it withou
             	t using a bit of attention for it, and i just cant do this right now
      <migius>	totaly agree
       <kaito>	i always wanted a good function for this, so i know where to look, but it can take hours to 
             	validate that

GSoC

             *	kaito has changed the topic to: Meeting time! 4) GSoC
       <kaito>	of course others can also do it if he/she feels like it :)
       <kaito>	ok the soccers!
      <theeth>	7 proposals are in
             *	kazanbas_away is working on the "Integrating Rigid Body Physics With Animation System" proposal
       <kaito>	7 via google site?
      <theeth>	yes
       <kaito>	not much
             *	andrecastelo is working in a 2.5 proposal
      <theeth>	and ali hasn't submitted anything yet
       <kaito>	but i guess its not yet with all fake ones :)
       <kaito>	last days we usually get desperate attempts :)
      <theeth>	I think the system is better at preventing spam this year
      <joeghi>	rigid body -> rigor mortis? ;-)
       <kaito>	what ive seen sofar, the proposals are well prepared
      <theeth>	gsoc mentors should definitely give feedback on proposals BEFORE deadline
      <theeth>	especially if they are missing details
<andrecastelo>	who is the appointed mentor for the 2.5 ideas?
      <theeth>	(especially schedule and mini milestones)
      <theeth>	andrecastelo: there's no appointed mentor yet
             *	kaito has people mailing me personally with soc proposals even, but i shoo them away :)
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       <kaito>	i'll add a big note in minutes for all soc mentors to check the proposals asap
      <theeth>	there's not that many days left
       <kaito>	until friday?
      <theeth>	I think so
<andrecastelo>	should I send the proposal directly to the web app or to the mailing list first?
     <joel_nl>	someone should make a proposal on fracturing meshes ;)
     <ben2610>	are there proposals for the BGE?
      <theeth>	not yet
      <theeth>	ben2610: did you register as a mentor?
     <ben2610>	theeth: I did. Did we put some ideas in the wiki?
      <theeth>	don't know
     <ben2610>	we discussed things last week but don't know if they went to the ideas page
      <brecht>	andrecastelo, maybe do both if you want to get the most feedback
      <theeth>	the proposals in the gsoc app are there: http://socghop.appspot.com/org/list_proposals/goog
             	le/gsoc2009/blender
      <brecht>	you can still edit it in the web app i think?
      <theeth>	brecht: yup
<andrecastelo>	should i bother the 2.5 taskforce mailing list too? 
      <theeth>	just committers should be ok
       <kaito>	bf-committers
      <theeth>	people on 2.5 ml are on committers too
<andrecastelo>	okay
      <theeth>	(people that matter at least)
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<erwin_bullet>	joel_nl: fracturing meshes and convex decomposition would be very useful for rigid bo
             	dy dynamics/Bullet/BGE
       <kaito>	http://imbusy.org/  <- he sent me gsoc proposal
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      <theeth>	someone from the demo scene, cool
     <joel_nl>	erwin_bullet: there is a script that fractures meshes using boolean actions, the same one 
             	as posted in the bullet forum,  but it's not realistic
       <kaito>	for VBO support in blender
      <theeth>	kaito: it's in the gsoc app
      <elubie>	kaito: he put that on the google site already
      <theeth>	http://socghop.appspot.com/student_proposal/review/google/gsoc2009/imbusy/t123827843969
       <kaito>	ah lukas
       <kaito>	ok :)
<erwin_bullet>	joel_nl: it could be a starting point, it can be improved in various ways. I could me
             	ntor, if there is a serious proposal.
       <kaito>	any GSoC student who wants to use meeting time to get feedback or someone assigned to look a
             	t things?
     <joel_nl>	erwin_bullet: it should be pretty do-able, take a look at the papers i've PM'd you.   the 
             	methods used arent anyting new.
<erwin_bullet>	joel: it's ok, I know the papers, and assigned some collegue in doing research in thi
             	s.
<andrecastelo>	kaito: well, I'm going to expand the APIfication idea
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<andrecastelo>	i'm going to look into code, study the operators and rna
       <kaito>	andrecastelo: you mean help with 2.5
       <kaito>	ok
<erwin_bullet>	joel: we have some meetings with O'Brien sometimes, he lives in the Bay area too.
   <yukishiro>	I put my app on google too. 
<andrecastelo>	probably later today i'll come up with a decent proposal
   <yukishiro>	kaito and broken have looked at it. 
<andrecastelo>	kaito: yeah, help with 2.5
       <kaito>	andrecastelo: use this channel for feedback any time
<andrecastelo>	okay, thanks :)
       <kaito>	tomorrow and days after most are hanging out here anyway
     <joel_nl>	erwin_bullet: what are your thoughts on this ?    convert meshes to tetrahedons like the g
             	uys from starwars do, or use some sort of boolean ?
      <theeth>	yukishiro: which one is yours? Light Paint?
   <yukishiro>	theeth:  yes
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       <kaito>	yukishiro: is there a bug in gsochop app truncating lines badly?
      <theeth>	proposal is ok, schedule and everything, enough details
<erwin_bullet>	joel: starward/Pixelux does FEM, we meet with them regularly too.
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   <yukishiro>	possibly. I formatted mine in vim, and google adds line breaks to it again..
     <joel_nl>	erwin_bullet: pixelux DMM i mean\
      <theeth>	kaito: the app line wraps a lot
<erwin_bullet>	pixelux DMM = FEM, they had a presentation at GDC, last week.
       <kaito>	yeez, google coders :)
      <theeth>	kaito: he has a pdf link at the bottom
     <joel_nl>	erwin_bullet: FEM ?
   <yukishiro>	theeth: I'm a girl. :-)
       <kaito>	yukishiro: it seems you've nicely amended the proposal based on the review :)
<erwin_bullet>	joel:PM
      <Moguri>	ben2610: All of your macros so far have been KX_PYATTRIBUTE_TYPE_RO/RW, the function one is
             	 backwards :s
       <kaito>	cool! more girl power in blender! :)
      <theeth>	yukishiro: appologies, it's hard to know online :)
   <yukishiro>	kaito: I still have some ideas and I hope I can refine my proposal a bit more next week.
             	 
       <kaito>	soon we guys are only needed to dig holes or mow lawns :/
   <yukishiro>	theeth: no worries.
      <theeth>	yukishiro: all in all, the proposal is solid and we usually had good experience with grad s
             	tudents
      <theeth>	they tend to get busy when gsoc is offer, but we can deal with that
   <yukishiro>	theeth: that's good to know. :-) 
       <kaito>	oki
      <theeth>	mind you, we don't know how many slots we have in advance, so nothing is fixed yet
      <theeth>	kaito: how many slots did we have last year? 3?
       <kaito>	i suggest to close meeting now, and go back chatting random topics :)
       <kaito>	6
      <theeth>	really
       <kaito>	but with 20+ or so submissions
       <kaito>	of which most was crap
       <kaito>	so we got what we asked for
   <yukishiro>	yeah. this year google doesn't provide many openings. 
      <theeth>	ha, but we failed some at mid term, that's why I don't recall 6 finished projects
       <kaito>	5 were completed
             *	kaito has changed the topic to: Sunday meetings 16h CEST, 14h UTC | please add a topic you would l
             	ike to be discussed at http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda