Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Toni Alatalo via Bf-committers
Ok, so basically an export support lib. I'd see no harm in it if you just draft one and present as an example of the kind of API calls you'd like to have. I think anything that the new 'export plugin API' would do, you can do in a py lib that have you for your exporter. Then if it makes sense for

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Jacob Merrill via Bf-committers
Upbge fork has object property's restored, and they are used on UPBGE in game, You could use this as a basis, it's kept in sync with blender master. Upbge.org On Thu, Mar 4, 2021, 3:46 PM Juan Linietsky via Bf-committers < bf-committers@blender.org> wrote: > We can probably pull request this fu

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
We can probably pull request this functionality into Blender ourselves, or at least generate a detailed proposal but for this I would like to see if Blender contributors can agree that this is something wanted and how it would be wanted. Best Juan On Thu, Mar 4, 2021 at 8:43 PM Juan Linietsky

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
As I mentioned before, the problem with using properties, even if hidden, is that having this information persistent serves no purpose. I understand that Blender can save it (with an option), but there is no point in generating this information at any other time than saving the exported scene.. Th

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Toni Alatalo via Bf-committers
Fair points, thanks. BTW if there is an issue on the web or something for this, am happy to study more there and maybe have extended discussions, don't want to flood the list with learning the basics about this. I was thinking, that if you need additional meta-data, you could maybe have hidden cus

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
> > So how is this not custom properties? > I don't think custom properties are the best for this use-case scenario, for the following reasons: * You need to generate this data *on export*. As an example, if you edited the material nodes in Blender, you would only want to generate a target engine

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Toni Alatalo via Bf-committers
So how is this not custom properties? https://docs.blender.org/manual/en/latest/files/data_blocks.html#custom-properties On Thu, Mar 4, 2021 at 8:05 PM Juan Linietsky via Bf-committers < bf-committers@blender.org> wrote: > Hi Everyone! > >Most exporters are working fantastic nowadays in Blend

[Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
Hi Everyone! Most exporters are working fantastic nowadays in Blender, so on the Godot Engine side, we are trying to figure how better to improve our experience to users when going back and forth between Blender and Godot. So, this proposal consists on a very (pre-discussed) list of topics

[Bf-committers] Spreadsheet editor design

2021-03-04 Thread Dalai Felinto via Bf-committers
Hi, As part of the geometry nodes project there is a need for a spreadsheet editor for a few use cases. However this is an editor that is not exclusive to the nodes pipeline however and can relate to many other projects (overrides, drivers, ...). We did the design taking other use cases into cons

Re: [Bf-committers] Clang-Tidy: Request for Feedback

2021-03-04 Thread Ankit via Bf-committers
Consider `clang-tidy-diff.py` and `run-clang-tidy.py` [1] to cut down time to run clang-tidy further. The latter is not incremental though. Editor extensions based on clangd + LSP can show clang-tidy violations live as the file is being edited. I've tried [2] and it's fine. There's one for VSCode

Re: [Bf-committers] Clang-Tidy: Request for Feedback

2021-03-04 Thread Bastien Montagne via Bf-committers
Hi, just my two cents, since I did not take part in this project in itself: So here are some questions to the developers: - Do you have a strong feeling about leaving a .clang-tidy file as it is now (where file modification requires manual re-compilation) ? I do not mind having to force clean r

[Bf-committers] Code Quality Day - 5/March

2021-03-04 Thread Sergey Sharybin via Bf-committers
Hi, This Friday we have February's code quality day [1]. For the Clang-Tidy project we'll come up with a decision on which warnings we still want to address and support. ANd I would really like to see the WIP patches to be either finished or officially stated that we do not want to address the wa

Re: [Bf-committers] Clang-Tidy: Request for Feedback

2021-03-04 Thread darkdefende--- via Bf-committers
On Thu, Mar 04, 2021 at 09:52:52AM +0100, Sergey Sharybin via Bf-committers wrote: > - Shall we enable it by default? Maybe for `make developer` ? If nothing else, I think that it should be on by default on our CI builds. This way we will be able to tell when things slipped through the cracks. I

Re: [Bf-committers] Clang-Tidy: Request for Feedback

2021-03-04 Thread Sybren A . Stüvel via Bf-committers
On Thu, 4 Mar 2021 at 09:53, Sergey Sharybin via Bf-committers < bf-committers@blender.org> wrote: > - Do you have a strong feeling about leaving a .clang-tidy file as it is > now (where file modification requires manual re-compilation) ? > No, not really. Of course it would be nice if changes ar

[Bf-committers] Clang-Tidy: Request for Feedback

2021-03-04 Thread Sergey Sharybin via Bf-committers
Hi, During the past months we seem to cover the majority of the warnings from Clang-Tidy [1]. The remaining onbes either require a newer Clang-Tidy version, or have a patch, or are a bit controversial than it originally looked. I would say we have reached the point where we can declare the Clang-T