[Bf-committers] Wiki acct request to help w/ 2.8 documentation

Dalai Felinto dfelinto at gmail.com
Mon Oct 30 13:22:29 CET 2017


Hi Danrae,

If you want to get involved, why not starting coding? There are room
for all levels of coding contributions.

>From mundane upcoming task-forces (helping port rna properties to the
static override system, modifiers to the new copy-on-write depsgraph,
...).
All the way to more challenging ones like support for multiple-window
and offline rendering of OpenGL engines.
Including simple missing features such as Video Sequencer scene strip
drawing settings (T53158).

So I don't think lack of documentation is what is preventing other
developers to help out, really.

That said solid document is always welcome. But in this case could you
show your previous documentation work so I could look at?
Or even, draft your contributions elsewhere (google docs?) before we
see where and how they would fit in the wiki?

And for your specific questions about collections evaluation, take a
look at D2878.

Thanks,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com


2017-10-28 16:54 GMT-02:00 spock theGray <blink.ornitier at gmail.com>:
> Hi guys,
>
> Super stoked about 2.8 happenings and how it's looking so far!
>
> tldr; I wanted to start helping w/ 2.8 development, but I think starting
> out - it'd be better if I helped out w/ documentation & testing (fun story
> below lol).  I was looking at the wiki "Writer Guide" (
> https://wiki.blender.org/index.php/Meta:Guides/Writer_Guide) and it looks
> like I need to email this list to get a wiki account to be able to help out
> w/ docs.
>
> I think we really could use some more detailed requirements docs for
> features which already have fairly well defined requirements and are at
> least partially implemented... The documents can change as requirements
> change, and it's also be something that can be written in a way that can
> translate fairly well into end-user documentation as 2.8 gets closer to
> release.  I'd also like to start helping w/ code-design + data-layer
> documentation - this will help me understand how these features work at the
> code-level so I can take on dev tasks in the future, but documenting it in
> more detail will also help other devs who want to contribute in the future.
>
> As an example of why we REALLY need better docs for devs to help out,
> here's my recent experience looking at the current implementation of
> collections in 2.8:
>
> 1. Build / run 2.8 branch.  Add a sphere to the default scene so you have
> two mesh objects - a sphere and a cube.
> 2. Create two new collections "A" and "B".  Move the cube to collection A
> and move the sphere to collection B.
> 3. Toggle the visibility of collection A - Cube disappears.  Toggle
> visibility of collection B - Sphere disappears.
> 4. Now add the sphere to collection A and the cube to collection B so both
> collections have the cube & sphere in them.
> 5. Toggling A's visibility does not change the viewport drawing (objects
> are still drawn) but toggling B's visibility has both objects
> disappearing...
>
> Is this a bug?  Is it by design? Who the heck knows lol?  To try to
> understand how collection visibility "should" work (design intent), I
> looked:
>
> - Here: https://wiki.blender.org/index.php/Dev:2.8/Source/LayersCollections
> - And Here: https://developer.blender.org/project/view/74/
> - And Here: https://code.blender.org/2017/09/view-layers-and-collections/
> - And Here: https://code.blender.org/2017/10/blender-2-8-design-document/
>
> ...and a couple of IRC channels - nobody outside the core dev team seems to
> know anything about 2.8 lol...
>
> So, I'm hoping to start out helping on 2.8 these next few months by
> documenting the hell out of what's been developed to-date in 2.8, how it's
> supposed to work (also from user's perspective), how it actually currently
> works and what's left to do (wrt features whose requirements are
> well-defined enough).
>
> Can I get a Blender wiki acct. for this?
>
> Thanks,
> Danrae
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