New or aspiring developers can find more detailed information on the new developer info page.
The main development discussion mailing list is:
If none of the lists below seem to fit your question, this is the one you want to mail. You can find information on how to subscribe and browse the archives through the list info page.
Special interest mailing lists are:
- bf-animsys: Animation system, character animator tools, Grease Pencil and storyboarding.
- bf-blender-npr: Blender (Internal) render features for Non Photorealistic Rendering.
- bf-compositor: Work on Blender's Compositor.
- bf-cycles: Cycles render engine
- bf-gamedev: Blender game developers & discussions (generic game tools and Blender game engine)
- bf-interface: Blender UI and workflow team, review and discussions on 2.8 projects.
- bf-modeling: Modeling, sculpting and UV editing in Blender.
- bf-python: Python API and Addon questions
- bf-translations-dev: Blender UI translations
- bf-vfx: Visual effects development, motion tracking
- bf-viewport: The 2.8x viewport project.
For reading only:
- bf-blender-cvs: All Blender source commit logs
- bf-extensions-cvs: Extensions (Python Add-on) commit log
Docs and education:
- bf-docboard: About this wiki and the blender.org manual project
- bf-educators: Trainers and educators who want to share experiences, also Certified Trainer feedback
Blender developers Discourse: similar to mailing lists, for discussion about Blender development.
The Blender developer community has meetings every Monday in the #blendercoders channel, but with an alternating schedule to allow both America's and Australia/Asia to attend. The schedule will switch between 10h Central European time (8h UTC) one week and 9h Los Angeles time (16h UTC) the next.
Meeting reports are sent to bf-committers. Most of the time the agenda is decided at the start of the meeting, so if you have something that needs to be discussed, be there in time.
Blender's code is organized in modules; libraries or directories with files sharing a certain functionality. For each module the module owners are responsible for maintenance and bug fixes. They also define - together with their team - roadmaps or todos for the module, aligned with the overall release cycles and roadmaps.
Our bug trackers and development site are hosted at developer.blender.org.
- Bug Reports can be filed there, for Blender, Addons or the Game Engine.
- Patches that add or improve code can be submitted for review. It helps to notify the developers on both the mailing list and in the IRC channel #blendercoders on Freenode.net.
While we try to address all the issues reported to us, there are cases that prove to be very hard to fix for various reasons. When after a while a bug is still deemed hard to fix, it is often marked as a To Do task and closed, and moved to the list of Source/Development/Todo To Do items on the wiki. This makes it easier to search for these bugs later.
developer.blender.org is not the appropriate place for feature requests or suggestions by Blender users. To make a distinction, a bug can be defined as a software problem that causes it to not work as intended. Examples would be crashes, issues with tools that functioned properly in a previous version of Blender as long as that feature is not removed. On the other side, feature requests are introducing new or changing existing functionality, including more use cases for specific tools that weren't being implemented or designed for. For that, please check the entry bellow.}}
Blender has really magnitudes of more users than people who are involved with making it. That makes handling feature requests - or even tracking them sanely - nearly impossible.
Instead we try to organize ourselves in ways that development and users can cooperate closely. For each module in Blender, there's a small and competent team working on it - including users helping out. You can find this information listed above. Feel welcome to use our channels and get involved with making Blender better.
As alternatives we like to mention:
- Add ideas on the community-run Right-Click Select website
- Make sure your proposal is documented and published in public. Post this on the appropriate public lists, or on public forums (such as Blenderartists.org). It doesn't really matter where, a lot of users out there probably can tell you whether it's already there, already planned, a great new idea, or simply not possible.
- Mail bf-funboard for proposing and discussing functionality.
- There are also companies and freelancers you can hire via Blender Network.
- Don't forget the Blender: known issues/todo list - which offers a wealth of (approved) ideas and open issues.
See the Module Owner list for who to contact when you have questions or patches for a specific area within the Blender code base.