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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FGoogleSummerOfCode%2F2012%2FWishlist</id>
	<title>Dev:Ref/GoogleSummerOfCode/2012/Wishlist - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FGoogleSummerOfCode%2F2012%2FWishlist"/>
	<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/GoogleSummerOfCode/2012/Wishlist&amp;action=history"/>
	<updated>2026-09-22T07:39:20Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/GoogleSummerOfCode/2012/Wishlist&amp;diff=135411&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/GoogleSummerOfCode/2012/Wishlist&amp;diff=135411&amp;oldid=prev"/>
		<updated>2018-06-28T20:48:01Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:48時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/GoogleSummerOfCode/2012/Wishlist&amp;diff=135410&amp;oldid=prev</id>
		<title>wiki&gt;Hyakutaro: /* Modifiers */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/GoogleSummerOfCode/2012/Wishlist&amp;diff=135410&amp;oldid=prev"/>
		<updated>2012-03-29T14:20:18Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Modifiers&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Summary of GSoC Wishlist thread =&lt;br /&gt;
Blenderartists wishlist thread: http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist&lt;br /&gt;
&lt;br /&gt;
==Interface/Viewport==&lt;br /&gt;
*	Editing/customization of interface via GUI - buttons, panels, tabs *****&lt;br /&gt;
*	Improve viewport speed ******&lt;br /&gt;
**		Direct 3D under Windows would be highly desirable, considering AMD and NVidia's crippling OpenGL performance on consumer graphics  under Windows.&lt;br /&gt;
*	Improve viewport shading&lt;br /&gt;
**		post-process filters (SSAO, cavity masks, motion blur, depth of field, etc)&lt;br /&gt;
**		real-time soft shadows&lt;br /&gt;
**		Image Based Lighting&lt;br /&gt;
**		Color Management&lt;br /&gt;
**		Viewport HDR and exposure/tonemapping adjustment for linear color space workflows &lt;br /&gt;
&lt;br /&gt;
*	Improve outliner *****&lt;br /&gt;
**		drag and drop&lt;br /&gt;
**		click drag selection of multiple enable/disable of visibilty, etc*&lt;br /&gt;
**		folders for organizing&lt;br /&gt;
**		add a layer view *****&lt;br /&gt;
*	Improve layer manager *****&lt;br /&gt;
**		user defined layer names and colours *****&lt;br /&gt;
**		more than 20 layers (unlimted) *****&lt;br /&gt;
**		editable via outliner *****&lt;br /&gt;
**		group layers (and subgroups) *****&lt;br /&gt;
 &lt;br /&gt;
*	Level of detail in viewport, so distant objects are taking up less rendering time&lt;br /&gt;
*	Select coordinate system (ie 'y is up')&lt;br /&gt;
*	grease pencil - 'pen' mode and 'shape' mode&lt;br /&gt;
*	custom properties - set type (int, float, etc.) via gui&lt;br /&gt;
*	constant 'normal length' so they are independent of zoom&lt;br /&gt;
*	a 'sectioning plane' for archviz work (like camera clipping plane)&lt;br /&gt;
*	Save images when blend saved *****&lt;br /&gt;
*	Ask if you want to save when clicking x to exit blend ****&lt;br /&gt;
*	units - able to use 'just inches' etc. instead of 'feet and inches'&lt;br /&gt;
&lt;br /&gt;
*	Viewport improvements&lt;br /&gt;
**		preselection higlighting, gradient backgrounds, more types of object display, partially transparent wireframe&lt;br /&gt;
**		user definable wireframe color *****&lt;br /&gt;
**		viewport rotation locking&lt;br /&gt;
*	Context sensitive properties editor (ie so that the same property can be changed on multiple objects) *****&lt;br /&gt;
*	Horizontal panels&lt;br /&gt;
*	Clean up NKey panel&lt;br /&gt;
*	ability to lock panels from scrolling&lt;br /&gt;
*	SMPTE timecode view in 3d window&lt;br /&gt;
*	Improve help - link to more extensive wiki help/videos in mouse over&lt;br /&gt;
*	tear away panels&lt;br /&gt;
*	stero viewing in 3d viewport&lt;br /&gt;
*	make ui usable for tablets&lt;br /&gt;
**		a. This could bring in radial menus&lt;br /&gt;
**		b. Possible interaction with the 3d widget in the lower left corner to go to orthographic views&lt;br /&gt;
**		c. Long Menus are a pain to navigate with a tablet&lt;br /&gt;
**		d. When your mouse cursor drifts outside popup window (UV Editor-&amp;gt;New Image) you lose the window...this is a pain for tablet users who have to put down the pen to type.&lt;br /&gt;
**		e. Context Sensitive Menus? (Right Click on a Vert and get the vert menu, edge=edge menu, etc etc etc)&lt;br /&gt;
*	better keybindings editing *****&lt;br /&gt;
&lt;br /&gt;
==BMesh Modeling==&lt;br /&gt;
*	Inset, Bevel, Bridge *****&lt;br /&gt;
*	Improve selection tools&lt;br /&gt;
*	knife tool as slice plane when started outside of mesh (not needed: knife can do this already)&lt;br /&gt;
*	Precision/CAD tools&lt;br /&gt;
**		input length and direction to create a line&lt;br /&gt;
**		create a line by inputting two coordinates&lt;br /&gt;
**		cad snapping - middle edge, perpendicular, polar, ortho, parallel, intersection (all of them combinable) *****&lt;br /&gt;
**		trim, extend, mirror by selection&lt;br /&gt;
**		cad dimensioning tools&lt;br /&gt;
**              separate mode for CAD editing (for less future bugs possibly)&lt;br /&gt;
*	Vertex normal editing&lt;br /&gt;
*	Option for auto uving of mesh primitives *****&lt;br /&gt;
*	edit multiple objects at same time without joining them&lt;br /&gt;
*	add custom objects as primitives&lt;br /&gt;
*	doo-sabin subdivision&lt;br /&gt;
*	direct manipulation of object center location, including snapping etc&lt;br /&gt;
*       New pivot center's type: Island Origins. Image [[http://radikal.ru/F/s017.radikal.ru/i406/1203/5d/4b37d8b16fa9.jpg.html]]; Describing .blend File: [[{{ns:-2}}:Ideas-island-origins.blend‎]]&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
*	Nodify modifier stack*&lt;br /&gt;
*	add 'skin' modifier to trunk*&lt;br /&gt;
*	underskin volume modifier, a kind of mix between shrinkwrap and warp modifiers*&lt;br /&gt;
*	fix shrinkwrap projection artifacts*&lt;br /&gt;
*	influence curve modifier like warp modifier&lt;br /&gt;
*	operator modifier (for some operations/tools such as warp, shrink, flattern, etc.)&lt;br /&gt;
*       Get Multires working on edit mode&lt;br /&gt;
&lt;br /&gt;
==Sculpt Modeling==&lt;br /&gt;
*	dynamic retopology *****&lt;br /&gt;
*	finish gsoc stuff *****&lt;br /&gt;
*	smooth strokes without jagged parts but keeping sharp enough edges. (problem: [http://nicholasbishop.net/wordpress/wp-content/uploads/2012/03/clay-strips-00.png picture 1], example of good fix: [http://nicholasbishop.net/wordpress/wp-content/uploads/2012/03/clay-strips-curve.png picture 2])&lt;br /&gt;
*	Automatic thin-&amp;gt;thick-&amp;gt;thin behaviour for all brushes. example: [http://www.youtube.com/watch?gl=US&amp;amp;feature=related&amp;amp;v=V-ItB4mCT_s video]&lt;br /&gt;
&lt;br /&gt;
==NURBS Modeling==&lt;br /&gt;
*	merge gsoc project ***** &lt;br /&gt;
*	more tools&lt;br /&gt;
*	lossless nurbs editing (modifiers, etc. output a nurbs surface)&lt;br /&gt;
&lt;br /&gt;
==Retopologizing==&lt;br /&gt;
*	Finish the 'quad dominant remeshing'&lt;br /&gt;
*	Merge Avocado Bmesh tools *****&lt;br /&gt;
*	Fix the 'occlusion' problem so that the base mesh doesn't occlude the retopo *****&lt;br /&gt;
	&lt;br /&gt;
==UV Unwrapping==&lt;br /&gt;
*	multiple objects at same time&lt;br /&gt;
*	better support for texture atlases&lt;br /&gt;
*	maintain symmetry/scale when unwrapping *****&lt;br /&gt;
*	uv map modifier - project primitive cages&lt;br /&gt;
*	manipulator for uv editor&lt;br /&gt;
*	merge gsoc uv unwrap code&lt;br /&gt;
&lt;br /&gt;
==Baking==&lt;br /&gt;
*	bake to vertex color&lt;br /&gt;
*	bake caustic map*&lt;br /&gt;
*	cage for controlling baking/projection cages *****&lt;br /&gt;
*	cavity baking*&lt;br /&gt;
*	custom shaders&lt;br /&gt;
*	bake using cycles*&lt;br /&gt;
*	higher polycounts for non multires baking&lt;br /&gt;
*	faster performance&lt;br /&gt;
*	ui improvement &amp;quot;Set object groups and target textures, press a button, get all passes you want already saved to disk.&amp;quot;&lt;br /&gt;
*	Antialiasing for all baking passes*&lt;br /&gt;
*       GPU acceleration&lt;br /&gt;
&lt;br /&gt;
==Paint Texturing==&lt;br /&gt;
*	finish the gsoc work *****&lt;br /&gt;
*	make the sculpt brushes (valleys, peaks) available in paint&lt;br /&gt;
*	using a shader as a masking tool&lt;br /&gt;
*	svg textures&lt;br /&gt;
*	texture layers (ie as in gimp) *****&lt;br /&gt;
*	support for more formats (PSD, oiio) *****&lt;br /&gt;
*	GEGL/gimp integration&lt;br /&gt;
&lt;br /&gt;
==Rigging==&lt;br /&gt;
ability to render rigs&lt;br /&gt;
&lt;br /&gt;
==Skin Weighting==&lt;br /&gt;
&lt;br /&gt;
==Animating==&lt;br /&gt;
*	Nodify value drivers system - Core Only&lt;br /&gt;
*	muscle system *****&lt;br /&gt;
*	pose space deformation with multiple joint influences&lt;br /&gt;
*	tension-based deformation as in the open-source Maya plugin [http://code.google.com/p/stretchmesh/ Stretchmesh by Kickstand]&lt;br /&gt;
*	robust collision deformation, as in [http://code.google.com/p/stretchmesh/ Stretchmesh] (Dynamic paint gives some of this ability, but not as many options.)&lt;br /&gt;
*	direct manipulation deformation&lt;br /&gt;
*	MIDI support*&lt;br /&gt;
*	Record character animation from game engine (ie puppeting)*&lt;br /&gt;
*	footslide fixer&lt;br /&gt;
*	edit multiple object properties at once *****&lt;br /&gt;
*	fix insertion of keyframes between existing ones so that the f-curve is not &amp;quot;kinked.&amp;quot; (This longstanding annoyance has been deemed not to be a &amp;quot;bug&amp;quot;, so it is appropriate as a feature request- See [http://projects.blender.org/tracker/?func=detail&amp;amp;atid=498&amp;amp;aid=28450&amp;amp;group_id=9 this bug tracker entry].)&lt;br /&gt;
*	proper quaternion interpolation for rotations- Euler XYZ keyframe input, and XYZ F-curves (no bezier handles), Quaterion interpolation behind the scenes. Controls should include Tension, Continuity, Bias and &amp;quot;Ease In, Ease Out&amp;quot; as in other programs. Current system (independent bezier curves for WXYZ quaternion values) requires excessive keyframing and permits non-normalized quaternion inputs, resulting in extreme unpredictability.*&lt;br /&gt;
&lt;br /&gt;
==Lighting==&lt;br /&gt;
*	Support for IES profiles*&lt;br /&gt;
&lt;br /&gt;
==Rendering==&lt;br /&gt;
*	general&lt;br /&gt;
**		render to vector format (SVG, PDF)&lt;br /&gt;
**		easily add arbitrary property to stamp&lt;br /&gt;
**		more passes - position pass, auto object pass, deep image pass, custom passes&lt;br /&gt;
&lt;br /&gt;
*	cycles&lt;br /&gt;
**		3D rendering&lt;br /&gt;
**		allow cycles to do biased rendering *****&lt;br /&gt;
**		performance improvements ******&lt;br /&gt;
***			multithread BVH&lt;br /&gt;
**		motion blur*****&lt;br /&gt;
**		fur/hair ******&lt;br /&gt;
**		SSS *****&lt;br /&gt;
**		per particle color*&lt;br /&gt;
**		HDR textures&lt;br /&gt;
**		volumetric rendering*&lt;br /&gt;
**		lens flair&lt;br /&gt;
**		NPR/toon/hatching shaders*&lt;br /&gt;
**		fish eye camera&lt;br /&gt;
**		render only selected screen area or object&lt;br /&gt;
**		time cutoff per frame (ie 5 minutes)*&lt;br /&gt;
**		choose active camera for each renderlayer node&lt;br /&gt;
**		caching more things&lt;br /&gt;
***			ie don't reload textures per frame&lt;br /&gt;
***			bvh caching&lt;br /&gt;
***			reuse bvh for different cameras on same scene*&lt;br /&gt;
**		autoconvert from BI materials to cycles materials*&lt;br /&gt;
**		motion blur for all simulated things (cloth, softbody, particles, fluids) - generally it can be done with Compositor using BI render (even without raytracing)&lt;br /&gt;
**		hdr textures as area lights*&lt;br /&gt;
**              adaptive tesselation (far from Camera - less faces)&lt;br /&gt;
**              more pixel filter types (mitchel, lancsoz and etc.) &lt;br /&gt;
&lt;br /&gt;
*	BI&lt;br /&gt;
**		performance&lt;br /&gt;
**		bring back features (selected area render, micropoly?)&lt;br /&gt;
&lt;br /&gt;
*	Freestyle&lt;br /&gt;
**		integrate to head ******&lt;br /&gt;
**		edge intersection and nodes for compositor&lt;br /&gt;
&lt;br /&gt;
==Compositing==&lt;br /&gt;
*	3D compositing&lt;br /&gt;
*	openfx plugin support *****&lt;br /&gt;
*	better integration with VSE *****&lt;br /&gt;
*	match grain for integrating with live video&lt;br /&gt;
*	allow mixing of different footage with different framerates, resolutions, etc.&lt;br /&gt;
*	a 'comments node'&lt;br /&gt;
*	grease pencil for node editor&lt;br /&gt;
*	deep image compositing&lt;br /&gt;
*	ability to correct markers after a track to improve the quality of the track&lt;br /&gt;
*	&amp;quot;Such as if I had tracked a shot with 2d markers placed on the floor of an image (filmed in a house) and the result was those markers at different heights; I could go in the 3d view and adjust those markers correctly to the same height and re-track to correct the result.&amp;quot;&lt;br /&gt;
*	Use the clip editor for all clip visualizations (from VSE, nodes, etc)&lt;br /&gt;
&lt;br /&gt;
==Video Sequencer==&lt;br /&gt;
*	Border select enabled by default&lt;br /&gt;
*	Support for plugin effects (using industry standard api) (better idea: make a generic binary plugin interface for blender and use that to support register all the &amp;quot;industry standard&amp;quot; ones. Maybe start from my old proposal: http://wiki.blender.org/index.php/Dev:Ref/Requests/Plugin-System (Peter)) &lt;br /&gt;
*	improve editing tools - ripple, roll, slip, slide ***** (probably already in the addon tracker. See here http://blendervse.wordpress.com/2012/03/04/vse-scripts-you-cant-live-without/ (Peter))&lt;br /&gt;
*	http://www.videomaker.com/article/13443/&lt;br /&gt;
*	time remapping using f-curves (isn't that working already? If it isn't, it's something for the bug tracker... (Peter))&lt;br /&gt;
*       GPU acceleration&lt;br /&gt;
*       multicore rendering&lt;br /&gt;
&lt;br /&gt;
==Motion Tracking==&lt;br /&gt;
*	3D tracking*&lt;br /&gt;
*	Automated/statistical tracking*&lt;br /&gt;
*	Automated extraction of camera parameters*&lt;br /&gt;
*	activate/deactivate tracks that have entered/exited frame&lt;br /&gt;
*	statistical evaluation of tracks&lt;br /&gt;
*	presets for 'point and shoot' cameras&lt;br /&gt;
*	reconstruct object/scene from camera tracking data&lt;br /&gt;
&lt;br /&gt;
==Fluid Simulation==&lt;br /&gt;
*	Fix 'jagged edges'*&lt;br /&gt;
*	Skinning for fluid particles*&lt;br /&gt;
*	improve fluid performance&lt;br /&gt;
*	allow domain to be non cube&lt;br /&gt;
*	thin fluid surface (lakes, etc)*&lt;br /&gt;
*	secondary effects (foam, splashes)*&lt;br /&gt;
*	interaction with other simulation systems*&lt;br /&gt;
*	more bug fixing - https://docs.google.com/document/d/1Jc8htb8RM-ebUzO0jOPWMjWcupMf0zyKRN89vfMf4iA/edit?hl=en_US&lt;br /&gt;
*       GPU acceleration&lt;br /&gt;
&lt;br /&gt;
==Smoke Simulation==&lt;br /&gt;
*	Fix 'jagged edges'*&lt;br /&gt;
*	smoke textured based on 'time alive'*&lt;br /&gt;
*	any geometry as smoke source (object face, volume)&lt;br /&gt;
*	fuel for smoke sim&lt;br /&gt;
*	interaction with other simulation systems*&lt;br /&gt;
*	animatable obstacles*&lt;br /&gt;
*       GPU acceleration&lt;br /&gt;
*       air/gas temperature cross-maps for domain (by two control VertGroups of a domain probably)&lt;br /&gt;
&lt;br /&gt;
==Hard Physics Simulation==&lt;br /&gt;
*	Finish aligorith gsoc ******&lt;br /&gt;
*	integrate phymec fracture code ******&lt;br /&gt;
*	interaction with other simulation systems*&lt;br /&gt;
*       node type connections between physic attributes to speed-boost calculations of physical effects (node schemes for  physical interactions to tell the program how exactly to interact and what to exclude/include in calculations)&lt;br /&gt;
*       GPU acceleration for baking of physics&lt;br /&gt;
&lt;br /&gt;
==Soft Body Simulation==&lt;br /&gt;
*	interaction with other simulation systems*&lt;br /&gt;
*       GPU acceleration&lt;br /&gt;
&lt;br /&gt;
==Cloth Simulation==&lt;br /&gt;
*	Improve it - perhaps ideas from disney - http://www.disneyanimation.com/library/list.html&lt;br /&gt;
*	interaction with other simulation systems*&lt;br /&gt;
*       GPU acceleration for baking&lt;br /&gt;
&lt;br /&gt;
==Particle Simulation==&lt;br /&gt;
*	Bring back 'reactor particles' from 2.49 *****&lt;br /&gt;
*	particle properties adjustable based on time*&lt;br /&gt;
*	per particle editing&lt;br /&gt;
*	interaction with other simulation systems*&lt;br /&gt;
*       join to Phonybone to complete Node based Particle Systems and Paged Particles (after DepsGraph's upgrade?)&lt;br /&gt;
*       GPU acceleration&lt;br /&gt;
&lt;br /&gt;
==Hair==&lt;br /&gt;
*	improve dynamics/collision*&lt;br /&gt;
*	make styling easier*&lt;br /&gt;
*	interaction with other simulation systems*&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*	nodified scripting *****&lt;br /&gt;
*	word completion/dictionary*&lt;br /&gt;
*	python access to everything (areas, panels, nodes, vse) ******&lt;br /&gt;
*	automated testing framework&lt;br /&gt;
&lt;br /&gt;
==Import/Export==&lt;br /&gt;
*	Better Integration with industry standards *****&lt;br /&gt;
**		Alembic *****&lt;br /&gt;
**		FBX - true 'y up' support ***&lt;br /&gt;
**		Collada *****&lt;br /&gt;
**		OIIO ******&lt;br /&gt;
**		partio&lt;br /&gt;
**		PTex *****&lt;br /&gt;
*** On the import side, to be useful it requires integrating Ptex into the renderer(s) -[[User:Nicholasbishop|nicholasbishop]] 22:01, 2 March 2012 (CET)&lt;br /&gt;
**		IGES/Step ****&lt;br /&gt;
**		opencolorio&lt;br /&gt;
**		openexr&lt;br /&gt;
**		support for xml formats used by video editors&lt;br /&gt;
**              respect normals for .obj from Nurbs&lt;br /&gt;
**              support Nurbs Surfaces for .obj&lt;br /&gt;
&lt;br /&gt;
==Asset Management==&lt;br /&gt;
*	General improvements in asset management *****&lt;br /&gt;
*	Better linking/appending&lt;br /&gt;
*	'GoZ' like functionality for Maya/3DSMax/XSI/ZBrush?&lt;br /&gt;
*	Presets *****&lt;br /&gt;
**		material&lt;br /&gt;
**		mesh - common base mesh - people, animals, etc&lt;br /&gt;
**		texture&lt;br /&gt;
**		matcaps&lt;br /&gt;
**		simulations (smoke, fluids, etc.)&lt;br /&gt;
**		game engine 2d filters&lt;br /&gt;
**		hair, particles, logic bricks&lt;br /&gt;
		brushes&lt;br /&gt;
*	Easy sharing of presets and assets not stored inside a blend file&lt;br /&gt;
*	(note including, themes, preferences, keymaps etc.) *****&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*	Atmosphere stuff*****&lt;br /&gt;
**		sky texture as emitter, vary sun size&lt;br /&gt;
**		parametric clouds&lt;br /&gt;
**		mis/haze fallof colour and blur&lt;br /&gt;
*	Crowd simulation *****&lt;br /&gt;
*	Add a 'heightfield'/terrain primitive&lt;br /&gt;
*	Sound - set reflective/absorptive properties for objects&lt;br /&gt;
*	Procedural modeling&lt;br /&gt;
*	Bring back OOPS&lt;br /&gt;
*	HLSL shade support&lt;br /&gt;
*	time input for procedural textures (4th dimension) (BI and Cycles)&lt;br /&gt;
&lt;br /&gt;
==Game Engine==&lt;br /&gt;
*	improve performance *****&lt;br /&gt;
*	install on portable devices *****&lt;br /&gt;
*	install to web *****&lt;br /&gt;
*	nodify logic *****&lt;br /&gt;
&lt;br /&gt;
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==Wishlists from past blender projects==&lt;br /&gt;
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http://wiki.blender.org/index.php/Org:Institute/Open_projects/Durian/Features_wishlist&lt;br /&gt;
http://wiki.blender.org/index.php/Org:Institute/Open_projects/Apricot/Community_features_wishlist&lt;br /&gt;
http://wiki.blender.org/index.php/Org:Institute/Open_projects/Peach/Features_wishlist&lt;/div&gt;</summary>
		<author><name>wiki&gt;Hyakutaro</name></author>
		
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