User:Mont29/Foundation/2013

=Weekly Reports for Year 2013=

Weeks 015 & 016 - 12/21 to 01/04
As expected, those where two less-active weeks… I spent time again trying to 'fix' binary FBX 7.3 export, fixed a few errors but still not working (this is very frustrating :/ ). As usual, spent some time on UI-related tasks (modal numinput, various small stuff) and bugs.


 * Game-dev related (bin FBX export):
 * Various fixes on FBX bin export, all trying to get exported files loading with official SDK, no luck so far it seems (see blender-io-fbx on GitHub).
 * Updated against latest master loop_normals patch (D11). Still waiting for a review.


 * General Development:
 * Usual i18n weekly update.
 * Worked more and committed modal numinput work (D61, ).
 * Committed new 'middle clipping' feature for long text in TEX fields & co UI controls (D114, ).
 * Modal numinput: added back - and / shortcuts to reverser/inverse current expression.


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed Operator log serialization broken for sets.
 * Fixed german NUMPAD-COMMA is not tranlated to decimal dot.
 * Fixed Bug in templates operator_nodes.py.
 * Fixed Edge/Vertex Slide recognises Even and Flipped as if they were numerical values.
 * Fixed Text clipping when it shouldn't.
 * Fixed: 5; Closed: 3.


 * Next week:
 * Will keep trying to understand what’s missing in FBX export to get it working more universally (sic).
 * Still waiting for a first skim-review of current loopnormals code (D11).
 * Usual UI and BT work of course...

Week 014 - 12/14 to 12/20
Spent time on binary FBX 7.3 export, mostly trying to get exported files loadable under 'official' FBX apps, with no luck so far. Probably a small detail somewhere that breaks things, readers of this format can be very touchy sometimes… And spent some time on UI-related tasks (modal numinput, various small stuff) and bugs.


 * Game-dev related (bin FBX export):
 * Various fixes on FBX bin export, and added mesh "Material" layer support (in theory, can’t really test it currently), all trying to get exported files loading with official SDK, no luck so far it seems (see blender-io-fbx on GitHub).
 * Worked on FBX structure doc.


 * General Development:
 * Usual i18n weekly update.
 * Proposed a new 'middle clipping' feature for long text in TEX fields & co UI controls (D114).
 * Worked on supporting units in modal numinput (from Campbell's review, D61).
 * Reviewed D71 (add support of smpte as time unit).
 * Proposed D119 related to D71, to support leading zeros in integers entered by users (python does not support things like '003', though '003.' would work, as it is a float literal…), got rejected.


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed Keyframing custom properties issue.
 * Fixed UILists text now right align.
 * Fixed: 2; Closed: 3.


 * Next week:
 * Will keep trying to understand what’s missing in FBX export to get it working more universally.
 * Still waiting for a first skim-review of current loopnormals code (D11).
 * Usual UI and BT work of course...
 * Note next two weeks I’ll have less time for Blender, and won’t be online that much (thus making one week of work with two real weeks).

Week 013 - 12/07 to 12/13
Heavy binary FBX 7.3 export week again, with some more work on meshes (UVs and a few others), and mainly rough Material/texture support. Also spent quite a bit of time over upgrading install_deps.sh to OIIO 1.3.9 and OSL 1.4.0 (with c$forks of those libs to move our ugly monkey patching from the script to nice git repo, with pull requests against vanillia ones). Also worked a bit on UI-related tasks (modal numinput…). And not much time for bugs again…


 * Game-dev related (bin FBX export):
 * Worked on FBX bin export (Various fixes, added smoothing, vcols and uvs to mesh, and added basic working materials/textures support, though not yet fully functional, see blender-io-fbx on GitHub).
 * Worked on FBX structure doc.
 * Updated patch for loop normals stage I (D11).


 * General Development:
 * Worked on updating install_deps.sh for OIIO 1.39 and OSL 1.4.0 (also backported patches in this script on a git fork, should be in vanilla sources soon). (, dropped --all-static in ).
 * Updated patch for units in modal numinput (D61).


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Spent some time investigating (template_list UI elements on Nodes don't resize correctly), together with Lukas. Final fix by Brecht's patch.
 * Fixed: 1; Closed: 3.


 * Next week:
 * Will keep working on bin FBX export (many things to clean up, test, enhance, finish…).
 * Will keep teasing Campbell to make a first skim-review of current loopnormals code (D11).
 * Same goes for reviewing the modal numinput on (D61) ;).
 * And BT, as usual!

Week 012 - 12/01 to 12/06
Well, much more productive week this time! We now have a basic support of binary FBX 7.3 export, with objects, cameras, lamps, and basics of meshes working. Also worked quite a bit again on UI-related tasks (modal numinput work mostly). Only drawback was for bugs - nearly did not worked over tracker…


 * Game-dev related (bin FBX export):
 * Worked on FBX bin export (basic object, mesh, lamp and camera support, see blender-io-fbx on GitHub).
 * Worked on FBX structure doc.
 * Updated patch for loop normals stage I (D11).


 * General Development:
 * Usual i18n weekly update.
 * Worked on supporting units in modal numinput (D61).
 * Added new patch supporting real init values in modal numinput (D83).
 * Committed patch removing degrees from internal code (D59, ).
 * Fixed another issue related to recent changes in uiBut struct.


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed: 0; Closed: 2.


 * Next week:
 * Will finish bin FBX export basics (mostly, more mesh data like UVs, smoothing, normals, etc., and materials + textures).
 * Will chase Campbell to make a first skim-review of current loopnormals code (D11) ;).
 * Probably still some work over UI stuff.
 * Will try to find more time for BT, have a few bugs to squash there!

Week 011 - 11/23 to 11/30
Not a much productive week - especially not on what I intended to work on originally (did nearly nothing for FBX export...). Spent most of time over some not-so-small long-standing todos (uilists, remove degrees from code, etc.).


 * Game-dev related (bin FBX export):
 * … (yes, I know).


 * General Development:
 * Usual i18n weekly update.
 * Finished and committed uiList ctrl-click-rename feature ( and ).
 * Reviewed uiList rename enhancement patch by Brecht.
 * Further addition to uiList (proper handling of copy/paste of names, ).
 * Chased and finally fixed own regression in dropdown lists (title shows offset), caused by own.
 * Finished patch removing remaining degrees in Blender code (D59).
 * Worked on supporting units in modal numinput (most work done).


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed : "Add plane" was adding a 2*2 grid.
 * Fixed: 1; Closed: 0.


 * Next week:
 * Will finish the unit support in modal numinputs thing.
 * Will resume work on bin FBX export (and do nothing else until I get something!).
 * Will keep working over BT, if time available.

Week 010 - 11/16 to 11/22
Well, that was a bit of a frustrating week - far too much time spent on learning git (and finding ways to fix issues with submodules!), but I guess this was to be expected. I kept working over bin FBX exporter work (a bit, nothing usable still, was distracted by a user request for Doom3 export, should have been a simple fix but turned out to need more work :/), and kept working on click-rename in uiList (initial patch was not that much satisfying).


 * Game-dev related (bin FBX export):
 * Worked on FBX exporter.
 * Worked on Doom3 exporter.
 * Finally submitted current loop normals work for first quick review (spent a hell of a time fixing git and making 'arc diff' work…).


 * General Development:
 * Installed and learned to use arcanist… :/
 * Worked on UI task (preliminary work for uiList ctrl-click-rename feature, and ).
 * Worked on uiList ctrl-click-rename feature (see.


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed UI List can freeze blender.
 * Fixed Hebrew charset was missing two chars.
 * Fixed: 2; Closed: 2.


 * Next week:
 * Will keep working over BT…
 * Will keep working on bin FBX export (and try not to get distracted this time!).

Week 009 - 11/09 to 11/15
And another heavily bugtracker-oriented week… I kept working over bin FBX exporter work (had hopped to have a basic object export working by now, but still have a bit of work), and finished click-rename in uiList.


 * Game-dev related (bin FBX export):
 * Got general design of basic FBX bin exporter validated by Campbell.
 * Added an external GIT repo to make most of "dirty" work outside of Blender repo (https://github.com/mont29/blender-io-fbx).
 * Worked on FBX exporter.
 * Worked on FBX structure doc.


 * General Development:
 * Usual i18n weekly update.
 * Talked with Sergey and Campbell about future (git) workflow for translations.
 * Fixed a bug in uiList (visual active index was not always correct, ).
 * Fixed a bug in uiList, where active item labels in sublayouts would not get colored as active (need recursion in sublayouts!). Was affecting e.g. Group node inputs/outputs lists.
 * Finished uiList "clic-rename" feature.
 * Updated own work space for new GIT repositories…
 * Updated   and added    templates in wiki.


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed Input dimensions are case sensitive in the property panel, uppercase input is misinterpreted.
 * Fixed UV Map cannot be renamed.
 * Fixed Grid fill crashes blender in specific situation.
 * Fixed vertex paint colors don't render.
 * Fixed Missing Buttons in Edit Strip Sub-Menu for Sound Strips in the VSE.
 * Spent some time investigating Different look of Object button.
 * Fixed: 5; Closed: 16.


 * Next week:
 * Will keep working over BT…
 * Will try to get loop normals work so far reviewed, and keep working on bin FBX export.

Week 008 - 11/02 to 11/08
Well, one more time turned out to be heavily bugtracker-oriented week… Still managed to start bin FBX exporter work (very simple for now), and also tried to add click-rename in uiList, but no luck so far here (this is a bit tricky to do right).


 * Game-dev related (bin FBX export):
 * Started writing a basic dummy bin exporter (all the hard work was already done by Campbell!), see http://wiki.blender.org/uploads/5/54/Fbx_bin_export.diff.
 * Started writing doc about FBX structure as I learn about it.


 * General Development:
 * Usual i18n weekly update.
 * Worked on "edit name" uiList feature.
 * Fixed building BGE with c++ guardedalloc.
 * Cleanup Audio export (removed audio-only options from FFMPEG render settings, and moved miwdown button into Render panel).


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed Movie files filtering does not show *.ts files.
 * Fixed import image as plane not naming planes from imported images.
 * Fixed can't import 2.68a keymap.
 * Fixed Crash when Adding and Removing Fluid Particlesystem.
 * Fixed Mirror+MeshDeform cause crash when Vertex Group is referred.
 * Fixed Forcefield on translated, unselected lamp draws in origin.
 * Fixed Crash, calling Warp operator in Outliner.
 * Fixed Info view shows duplicate operators with incorrect values of args.
 * Fixed Inconsistent numeric input conversion.
 * Spent some time checking over armature bone extrusion in orthogonal front view gets unexpected roll values (reassigned to Joshua for check, not a bug actually imho).
 * Fixed: 9; Closed: 11.


 * Next week:
 * Will keep working over BT (sic).
 * As git is not yet up and running, will leave again loop normals a bit on rest, and keep working on bin FBX export (first step is to get current code design approved by Campbell, before I start adding real data export).

Week 006 & 007 - 10/19 to 11/01
Merged two weeks in one report, as there was the bconf who ate quite a bit of time… As in previous weeks, I spent some time on bug tracker, and finishing rough loop normals first stage, which is now ready for a first quick review (not in details, but on general design & features at least).


 * Game-dev related (Loop Normals, vgroup_modifiers branch):
 * Fixed crash with BMesh (was wrong expectations from my part, ).
 * Fixed another bug in core split normals algo, grr!
 * Committed use of loop normals in tspace compute, when enabled.
 * Fixed a bug with transform operations.
 * Prepared a first patch review of current work done (https://codereview.appspot.com/20790043/). More like a draft, but in case someone has some time to make a quick review, would be nice to have at least general agreement on how things are done so far… Not that urgent though (probably better to wait after git/phabricator migration). See also mail http://lists.blender.org/pipermail/bf-gamedev/2013-November/000138.html.


 * General Development:
 * Usual i18n weekly update.
 * Updated install_deps.sh to use openEXR 2.0.1.


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed Dopesheet / Graph editor, select columns between markers doesn't appear to work.
 * Fixed Rotate edge direction changed between 2.64 and 2.65 (low priority).
 * Fixed (partial, OpenGL part) Particle Emitter set to not render still appears in 3D view, when display set to rendered only. Emitter also appears in all GL Renders and some F12 renders 	.
 * Fixed Icons: tiny interface issue with certain DPI settings.
 * Fixed Skin modifier can't be copied (patch by Martin Felke, ).
 * Fixed: 5; Closed: 17.


 * Next week:
 * Will keep working over BT.
 * Will probably leave loop normals a bit on rest, and try to get a first working FBX export draft, as it seems quite unlikely Campbell will find time for it any soon.

Week 005 - 10/11 to 10/18
As last week, I kept doing some tracker stuff, but tried to work more over loop normals topic on my vgroup_modifiers branch. Though I did get some things done here (mostly working preview of sharp edges in viewport), I was a bit frustrated by an annoying issue with bmesh and cdlayers…


 * Game-dev related:
 * Committed first part of split normals support in tessellated data . Still buggy with BMesh, though. :/
 * Committed more tessellated support for split normals.
 * Committed correct default/update value for new object's split_angle property.
 * Committed basic split normals shading in viewport.
 * Spent some time over issue with loop normals and bmesh, with not much luck so far (see also mail http://lists.blender.org/pipermail/bf-committers/2013-October/041968.html).


 * General Development:
 * Helped a bit Lukas reviewing its new socket drawing code.
 * Fixed an issue with "fake" empty texture handling for UVMaps in FBX export.
 * Patch to add back "merge CDlayers by index" as option, see http://lists.blender.org/pipermail/bf-committers/2013-October/041926.html thread.
 * Patch to fix audio-only export situation (see http://lists.blender.org/pipermail/bf-committers/2013-October/041955.html ).


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed User prefs > Input and Outliner Keymaps mismatch in representation.
 * Fixed Hook modifier work when created with Ctrl+H, but not when created via modifier panel.
 * Fixed Timeline crash when chose any keying set then press keyframe-insert.
 * Closed "Overlay" tab in object and edit mode.
 * Closed unregister never called on Run Script and F8.
 * Closed inverted faces.
 * Closed Python: overriden context prints out PyContext not found errors.
 * Closed Can not select bones when in Weight Paint mode.
 * Closed RGBA is issue.
 * Closed Weight paint mode, bone selecting is very slow (Linux 64bit).
 * Closed Dynamic Paint Smudge not working.
 * Closed as TODO Auto Keyframing in User preferences is not working.
 * Spent some time over bpy.ops.sequencer.rebuild_proxy don't release memory, before assigning it to Sergey…
 * Fixed: 3; Closed: 9.


 * Next week:
 * Will keep working over BT.
 * Will concentrate on loop normals, I really want to understand and fix that bug. Should it be quicker than expected, I’ll try to make tspace and loop normals consistent (currently tspace still uses old vert-or-face normals, which makes loops one pretty useless when using tspace), and maybe make some tests with deeper normal editing (the nor diff idea).
 * Related to above bug: looks like we do not have doc about cd layers handling in bmesh area (still have to get confirmation about that), it looks pretty complex, so I may spend some time writing doc about it, if I can figure how it works!
 * And again, if time allows it, and Campbell has not yet found some to work on first FBX bin exporter, will give it a try (yeah, I know, keep saying that for four weeks now :/).

Week 004 - 10/05 to 10/11
I kept doing some tracker stuff, but also started working over loop normals topic on my vgroup_modifiers branch.


 * Game-dev related:
 * Wrote some doc about future loop normal tools (http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals).
 * Committed work on tangent vector compute for split normals . Note: not really usable currently, as those normals are not used by GetNormal (DerivedMesh.c), to be fixed later.
 * Committed first step to preview loop normals in 3D view.


 * General Development:
 * Usual i18n weekly update.
 * Fixed build issue with scons, reported by ebrain on IRC (var declared in an #ifdef DEBUG, but used in an #ifndef NDEBUG, ).
 * Fixed wrong setting for scons in install_deps.sh script.
 * Enhanced python patch to fix encoding issues with embedded python under Windows (http://bugs.python.org/issue16129), as suggested by Brecht.
 * Fixed SSS pressets' buttons not being aligned anymore (reported by DingTo on IRC, ).
 * Set up my own valgrind suppression file, and updated wiki doc about it (http://wiki.blender.org/index.php/Dev:Doc/Tools/Debugging/Valgrind), was giving a rather cumbersome/inefficient method…


 * Bug Tracker:
 * BT misc (general check, assign & close work).
 * Fixed FBX Exporter does not export UVs.
 * Fixed Blender 2.69 test build freezes when changing metaball view resolution to less that 0.100.
 * Fixed The new export split normal does nor produce correct results.
 * Fixed FBX Export does not work if Mesh has no Material.
 * Fixed Resize lists by new grab handles puts file into unsaved state.
 * Closed Modal operators terminate immediately if invoked from spacebar menu with Return key.
 * Closed Loop select randomly selects loops in different directions.
 * Closed FBX Export missing texture FileName attribute.
 * Closed Settings are disabled when i add object (in Object Mode).
 * Closed Apply location moves the origin of a mesh to the center of the scene.
 * Closed Blender Doesn't Remember Window Settings/Size (as duplicate of ).
 * Fixed: 5; Closed: 6.


 * Next week:
 * Will keep working over BT, but trying to spend less time over it.
 * Will concentrate on loop normals: first of all finish viewport preview, and keep brainstorming on data model.
 * Again, if time allows it, and Campbell has not yet found some to work on first FBX bin exporter, will give it a try.

2.69 Proposed Backport
NOTE: potential 2.69 backports:
 * bf-blender:, , ,
 * bf-extensions:, (?)

Week 003 - 09/29 to 10/04
Shorter week, as I was asked to report on Friday. Mostly spent time on BT again.


 * Game-dev related:
 * Worked on tangent space, patch available.
 * Helped Dalai with triangulate stuff.
 * Note: FPS task passed to Dalai.


 * General Development:
 * Usual i18n weekly update.
 * Fixed broken UIList example, reported by Codemanx on IRC, thanks.
 * Fixed obvious bug in particle code (copying normal into nor when in if(ornor) block...), though probably harmless in current code....


 * Bug Tracker:
 * BT checks (general check, assign & close work).
 * Fixed Grease Pencil - Frames.new doesn't create frame if frame_number <= 0.
 * Fixed Adding a cloth sim to an object does not make it possible to go into Particle Mode for that object.
 * Fixed Trimmed audio files (hard cut only) in a metastrip have their trim removed.
 * Fixed FBX export error when using two uv maps.
 * Fixed 'scale' Node doesn't work properly.
 * Patch *AFTER 2.69* Info view shows duplicate operators with incorrect values of args (READY).
 * Closed blender2.69testbuild crash.
 * Closed as TODO Image is cropped although crop option is off, Transform uses downscaled input.
 * Closed Grease Pencil.
 * Closed Input preferences also change Editing preference.
 * Closed Creating Shortcuts of Menu Items.
 * Closed "Save User Settings" and "Save startup file" - is it possible to merge its?
 * Closed as TODO f-curve modifiers don't affect each other (http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Editors#AnimEditors).
 * Closed Fluid sim: parented fluid inflow object not animating properly.
 * Spent some time (!) over HAIR: 'Emit from: verts' not working as expected when deforming. Nothing concrete yet. :/
 * Fixed: 5; Closed: 8.


 * Next week:
 * Will most likely spend most of the time over bug tracker again.
 * Will get a "complete" start doc about how we should make loop normals data more permanent and editable, it’s time to get serious here.
 * Once this done and if Campbell has not yet found time to work on first FBX bin exporter, will give it a try.

Week 002 - 09/23 to 09/29
That was a small week, I was AFK four days... :/


 * Game-dev related:
 * Worked a bit over the FPS-like navigation operator, still have to figure out the well known rotation issues! ;)


 * General Development:
 * Usual i18n weekly update.
 * Fixed Chain addon (reported by mail,, ).
 * Fixed missing ogg lib for ffmpeg (why, o why did it work OK until now???),.


 * Bug Tracker:
 * BT checks (general check, assign & close work).
 * Fixed 2.69 bug with smoke domain, particle emitter and a force field causes a crash.
 * Fixed Grease Pencil dont create a drawing in current frame less than 1.
 * Fixed UV-Maps cannot be renamed in EditMode (caused by own, commit ).
 * Fixed .obj exporter messes objects normals.
 * Fixed 'Reset to Default Value' on Current Area Type button causes crash.
 * Fixed If Force Field in Ridgid Body group, crash at first frame of animation on playback.
 * Closed Blender stops responding for some seconds when moving to another frame after CTRL + Z (or right after opening the .blend file).
 * Closed Clicking is bad.
 * Closed SubSurf applied to editing cage while editing, not applied when dragging the view.
 * Closed Blender 2.68a rev 60355 (test1).
 * Closed FBX export error when using two uv maps.
 * Closed Face mode showing edge mode.
 * Fixed: 6; Closed: 6.


 * Next week:
 * Will most likely spend most of the time over bug tracker again.
 * I intend to start work over normals, though, probably first by making available tangent space the same way as split normals, and then studying how we should make those data more permanent and editable.
 * Will also have a look to FBX bin format, not sure yet who from Campell or I will do the initial work.

Week 001 - 09/16 to 09/22

 * Game-dev related:
 * First round of work over FBX export (perf enhancements, polygons instead of tessfaces, and split normals, ).
 * Helped reviewing Dalai’s “merge CDLayers by name” patch.
 * Started to work on a FPS-like navigation operator (Fly one is too complicated to mix in, we’ll be able to factorize some code between both though).


 * General Development:
 * install_deps.sh update (opencollada, OSL ON by default, numpy installation enhancement, general fixes and enhancements, fixes for Suse OS).
 * Usual i18n weekly update.
 * Wrote python patch to fix encoding issues with embedded python under Windows (http://bugs.python.org/issue16129).


 * Bug Tracker:
 * BT checks (general check, assign & close work).
 * Fixed FBX exporter precision min is too big.
 * Fixed Pasting image into text editor causes freeze.
 * Fixed UV Project - Specified UV Map doesnt work properly.
 * Fixed changing the built in keying set prints "attempt to free NULL pointer" to console.
 * Worked on triangulation modifier creases, until I found out Dalai had claimed it :P.
 * Fixed: 4; Investigated: 1; Closed: 10.


 * Misc:
 * A bit of doc writing (release notes, User:Mont29/Foundation, …) and chat with Campbell and Dalai.