[Bf-committers] What's the turnaround on small fixes?

Tom M letterrip at gmail.com
Tue Mar 14 23:35:25 CET 2017


Hi, going through old email :)  I can usually take 1-2 weeks, though
sometimes less and sometimes more.

Sorry for the delayed response, sometimes emails fall through the cracks...

LetterRip

On Sat, Feb 25, 2017 at 12:34 PM, Sc Ch <xchaoscontrolx at gmail.com> wrote:

> I submitted my first code diff a week ago for a small fix, and I have yet
> to receive any review regarding it. Who should I be tagging on small bug
> fixes for review, and what's the usual turnaround for these things. I know
> you guys have bigger problems to worry about (like the state of the 2.8
> branch) so I thought I'd ask. For some context, here's my task:
> https://developer.blender.org/T50704
>
> On 25 February 2017 at 03:00, <bf-committers-request at blender.org> wrote:
>
> > Send Bf-committers mailing list submissions to
> >         bf-committers at blender.org
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> > To subscribe or unsubscribe via the World Wide Web, visit
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> > or, via email, send a message with subject or body 'help' to
> >         bf-committers-request at blender.org
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> >         bf-committers-owner at blender.org
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> > When replying, please edit your Subject line so it is more specific
> > than "Re: Contents of Bf-committers digest..."
> >
> >
> > Today's Topics:
> >
> >    1. Re: Blender 101 / workflow project (Dr. Sybren A. St?vel)
> >    2. Blender 2.8 and "OpenGL Occlusion Queries" (Dalai Felinto)
> >    3. Fracture_modifier_integration: tightening the     screws (
> >       meeting ) (Jens Verwiebe)
> >    4. Blender 2.78c RELEASE AHOY! (Sergey Sharybin)
> >
> >
> > ----------------------------------------------------------------------
> >
> > Message: 1
> > Date: Thu, 23 Feb 2017 15:03:49 +0100
> > From: Dr. Sybren A. St?vel <sybren at blender.studio>
> > Subject: Re: [Bf-committers] Blender 101 / workflow project
> > To: bf-committers at blender.org
> > Message-ID: <2239824.AUjcfUsdnu at ws-sybren>
> > Content-Type: text/plain; charset="utf-8"
> >
> > On Friday, 24 February 2017 00:59:48 CET Campbell Barton wrote:
> > > Hi, after a 7 months away I'm happy to announce I'll be working for
> > > the Blender-Foundation again!
> >
> > Woohoo! Welcome back dude!
> >
> > --
> > Sybren A. St?vel
> >
> > https://cloud.blender.org/
> > -------------- next part --------------
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> > Url : http://lists.blender.org/pipermail/bf-committers/
> > attachments/20170223/84222193/attachment-0001.pgp
> >
> > ------------------------------
> >
> > Message: 2
> > Date: Fri, 24 Feb 2017 16:59:25 +0100
> > From: Dalai Felinto <dfelinto at gmail.com>
> > Subject: [Bf-committers] Blender 2.8 and "OpenGL Occlusion Queries"
> > To: bf-blender developers <bf-committers at blender.org>
> > Message-ID:
> >         <CAGjvzG3YyAGOmQo=b8cC7C2UaJbQd6y5DLq0AU9i5BJ9umamaQ at mail.
> > gmail.com>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi all,
> > (Antonis and Campbell in particular)
> >
> > As part of Blender2.8 OpenGL version bump to 3.x, we will need to
> > address our selection code "situtation". As you know we right now have
> > the following selection methods in user preference:
> >
> > * "OpenGL Select"
> > * "OpenGL Occlusion Queries"
> >
> > The former method works flawlessly in Blender (in most computers), but
> > it relies on deprecated OpenGL calls (namely glRenderMode). Those
> > calls are a no-go for the new OpenGL. And on top of that this mode is
> > causing an extreme slow down in Blender 2.8 at the moment.
> >
> > The latter works fast and well in 2.8, BUT, it still has a few missing
> > features/bugs compared to the former. Mainly the nearest object/bone
> > is not always selected [*].
> >
> > What I would like to know is if this is a limitation of the "Occlusion
> > Queries" method, or simply a bug in our current implementation.
> >
> > I don't think we have the dev-power to tackle a new selection code at
> > the moment. But if the "Occlusion Queries" method is fixable we can
> > try to prioritize that. And eventually make it the only supported
> > method.
> >
> > [*] - https://www.youtube.com/watch?v=AA-Z_gB4OPk
> >
> > Thanks,
> > Dalai
> > --
> > blendernetwork.org/dalai-felinto
> > www.dalaifelinto.com
> >
> >
> > ------------------------------
> >
> > Message: 3
> > Date: Fri, 24 Feb 2017 17:39:18 +0100
> > From: Jens Verwiebe <info at jensverwiebe.de>
> > Subject: [Bf-committers] Fracture_modifier_integration: tightening the
> >         screws ( meeting )
> > To: bf-committers at blender.org
> > Message-ID: <cf654506-022c-3506-abef-d2e8d33f8eb0 at jensverwiebe.de>
> > Content-Type: text/plain; charset=utf-8; format=flowed
> >
> > Fracture_modifier_integration: tightening the screws ( meeting )
> >
> > Hi folks.
> >
> > You all know fracture_modifier ( called fm further ) is planned to be
> > merged into Blender 2.8.
> > Some reviews already happened but are unfortunately a bit outdated (
> > https://developer.blender.org/D817 ).
> >
> > To settle this all we are going to have a meeting on 5th of march right
> > after
> > bf meeting ( around 5 - 6pm ), to get an insight about the current
> status:
> >
> > - whats to be done at all
> > - who may be interested to give a helping hand
> > - possible ideas to get over some complaints
> >
> > In general i propose to start following actions asap:
> >
> > 1) Ad hoc adapt the minor things complained about in D817 such as:
> >
> > - blender codestyle
> > - using blender functions where possible
> > - other syntax/guidelined stuff thats "peanuts"
> >
> > 2) Discuss the bigger more intrusive changes:
> >
> > - how to handle the "shards" subobjects
> > - get a proper way for fm to handle the versioning
> >
> > To be clear, actual the fm branch is pretty nice compatible to master and
> > and the delivered branch builds can just be used as an official blender.
> > Fm is a now used in some productions and ppl where fully satisfied with
> > the imho well thought features and speed.
> >
> > The biggest problem is that the main work is on the shoulders of Martin
> > Felke
> > only ( C stuff ) and you all know how hard it can be to keep code well
> > up without
> > having enough eyes looking over it.
> >
> > Personally i even propose to merge in fm even before 2.79 to fullfil my
> > considerations.
> >
> > Anybody is welcome to join IRC #blenderfracture for the meeting as well
> > as for random
> > discussions.
> >
> > Jens
> >
> > --
> >
> > Jens Verwiebe
> > Allerskehre 44 - 22309 Hamburg
> >
> > Tel.: +49 40 68 78 50
> > mobile: +49 172 400 49 07
> > mailto: info at jensverwiebe.de
> > web: http://www.jensverwiebe.de
> >
> >
> >
> > ------------------------------
> >
> > Message: 4
> > Date: Fri, 24 Feb 2017 21:02:04 +0100
> > From: Sergey Sharybin <sergey.vfx at gmail.com>
> > Subject: [Bf-committers] Blender 2.78c RELEASE AHOY!
> > To: Blender Developers <bf-committers at blender.org>
> > Message-ID:
> >         <CAErtv25QFKadRAWi_zbG_ZqFzCf+fYVNY94OQ6=8GGF8xLapHA at mail.
> > gmail.com>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,
> >
> > As was agreed in the meeting, we do a crucial fixes update for 2.78b for
> > those regressions which slipped in.
> >
> > Information for platform maintainers:
> >
> > - Branch: blender-v2.78c-release
> > - Branch hash: e92f235283071c13759bc4e6e861e4e938985307
> > - Locale hash: 0171e7ca48c845fce040d12a26d314d3c573f9af
> > - Addons hash: fcdeee23b3ce58010692e949df65e4013279a499
> >
> > Suggested name: blender-2.78c-<platform>.
> >
> > Place builds to usual location and let me know when they're up.
> >
> > Tagging will happen soon after all the builds are up. Same applies to the
> > source package. This is because there's still chance of re-AHOY needed if
> > some platform encounters compilation error.
> >
> > Additionally i've shared Windows and Linux builds in the staging folder
> on
> > FTP now [1] so everyone has a chance to test them while we wait for OSX
> > builds.
> >
> > == Changes ==
> >
> > - Port all changes for automated Cycles testing {{GitCommit|c6e4a81d}}
> > - Fix for wrong render result of hair with BVH motion steps
> > {{GitCommit|b3b4084}}
> > - Fix compilation error of GLSL viewport when using Light Path node
> > {{GitCommit|9215848}}
> > - Fix wrong Brick texture in material viewport {{GitCommit|8ba1dab}}
> > - Fix crash with material preview and image sequences
> {{GitCommit|dd2e33b}}
> > - Fix T50512: Linked Backround scene with animation not updating with new
> > depsgraph {{GitCommit|e89145e}}
> > - Fix T50687: Cycles baking time estimate and progress bar doesn't work /
> > progress when baking with high samples {{GitCommit|67169e7}}
> > - Fix T50748: Render Time incorrect when refreshing rendered preview in
> GPU
> > mode {{GitCommit|b95645c}}
> > - Fix wrong render results with texture limit and half-float textures
> > {{GitCommit|909c8ec}}
> > - Fix Cycles still saving render output when error happened
> > {{GitCommit|d9e6268}}, {{GitCommit|90d96de}}
> >
> > [1] http://download.blender.org/ftp/sergey/tmp/staging/
> >
> > --
> > With best regards, Sergey Sharybin
> >
> >
> > ------------------------------
> >
> > _______________________________________________
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> >
> > End of Bf-committers Digest, Vol 151, Issue 20
> > **********************************************
> >
>
>
>
> --
> --Suchaaver Chahal
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