forked from realXtend/tundra
-
Notifications
You must be signed in to change notification settings - Fork 3
dev meeting
antont edited this page Sep 28, 2011
·
3 revisions
some input for agenda:
16:14 < clb_> re: the meeting tomorrow 16:14 < clb_> I have to run soon, but I thought I'd drop a quick summary here 16:14 < Pforce> alright 16:14 < antont> k 16:15 < clb_> - the sample scenes should be fixed for 2.2 release 16:15 < clb_> it's rather "sorry" to ship a release which has a lot of scenes nonfunctional 16:15 < antont> i don't know if that is coupled with numbers but yah ASAP anyhow 16:16 < Pforce> ill do my best to remove the ones that are not working, we can do 2.1.1 later that fixes em 16:16 < antont> i was gonna put a single issue about that, 'port stuff', but don't mind having those nice detailed once that also already point out js exceptions etc 16:17 < clb_> - the current docs page is very bad, and there is no reference for scripting. It was a bad idea from me to create a main doc page with so many placeholder links, which never got filled 16:17 < antont> i'm not sure if removing is a good idea, the start menu visibility at least certainly is, but that sure works too 16:17 < antont> clb_: did you see my comment to that? 16:17 < Stinkfist> i've been cleaning the doc pace quite a bit 16:17 < Stinkfist> haven't really added new info 16:17 < Stinkfist> but atleast tried to delete all deprecated 16:17 < clb_> if we have any real project funding, it should really be aimed towards the documentation, or similar 16:17 < antont> i added at one point those 'InputAPI - is available as 'input' in scripting 16:18 < clb_> - perhaps would be good to explain more tundra concepts in the form of demo scenes as well, and that would help people get past the "no documentation available" problem 16:18 < antont> even relatively little work / money would help greatly with docs 16:18 < antont> but yah the more the better 16:18 < Pforce> well yah if we want people using this stuff we should have some dead simple to follow install, how to setup server + client (lan+net) and simple scripting to get you started 16:19 < Pforce> and yah the main doc page could be styled a bit, and not cram too much stuff there 16:19 < clb_> simple scenes which contain a single 5-10 lines of script each, for common scripting tasks, like Raycast scene: "How to do a raycast", Input scene: "How to get an Input Context from script" 16:19 < clb_> etc.. 16:20 < antont> yep. and those can be tests too 16:20 < antont> at least in some projects doctests work well, and e.g. raycast and inputcontext seem very good candidates for it 16:20 < Pforce> clb_: could it be actualy one scene that has this kind "1/30 parts" thing, and youd hit next to get to other parts 16:20 < clb_> or perhaps these "Common Scripting Tasks" could be a wiki page instead of demo scenes, which would contain that 5-10 lines max of script code you can copy-paste 16:20 < Pforce> all parts could show the code in the ui and explain what happens 16:20 < Pforce> i think that kind of interactive one tutorial thing would be fun 16:20 < Pforce> and not have 30 different scenes you always have to boot 16:21 < clb_> I would favor individual scenes with very little content in each, so that the users can easily dig through the assets, but it's ok either way 16:21 < Pforce> we could iterate from empty black world into terrain, then spwan a avatar etc 16:21 < clb_> - Ludo is planning to do work on asset editors, starting with materials (Ali) 16:21 < Pforce> yah well need som box mesh, you can get pretty far with those 16:21 < clb_> Lasse is more or less MIA on other stuff 16:22 < Pforce> alright 16:22 < antont> is easy to make a combined scene, an introduction scene that has all the little examples in a row or something 16:22 < antont> especially when we have txml assets :) 16:22 < Pforce> like a nice helper ui for materials 16:22 < clb_> and I'm not working for a while, don't know what happens when I get back 16:22 < Pforce> so you dont have to remember all the keywords etc? :P 16:22 < antont> the material editing sure sounded good 16:22 < Pforce> antont: can you pick up these bulleting points somewhere 16:23 < clb_> there are lots of feature requests in the issue tracker for things that can be worked in parallel 16:23 < Pforce> so we can talk through tomorrow 16:23 < antont> haven't checked yet how bretthart's rex material editor works, the one that runs in blender 16:23 < clb_> if someone can lend a hand on e.g. getting the settings menus up-to-date (Language, Renderer, Sound Settings) 16:23 < antont> i was thinking of the rendering settings thing 16:24 < antont> at least know the module itself as apparently need to call it often 16:24 < antont> and always used it as example when writing a new module :) 16:24 < Pforce> i can prolly take a look at those, language might be a bit more trickier to get back 16:24 < Pforce> ill have to check how tuoki did that stuff 16:24 < antont> but yah Pforce is good with the ui stuff :) 16:24 < Pforce> prolly should remake the translation files 16:24 < clb_> I think the lang architecture is there, but we don't translate most of the items 16:24 < Pforce> if they were constructed in the naali days from our code 16:24 < clb_> but if we get the Language Settings menu, it'll be easier to see which items are not translated 16:25 < antont> i paste this to github wiki to test that more. so far have liked it 16:25 < Stinkfist> all core uis have tr used extensively