WEBVTT

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Okay, let's continue so now, as you can already see,

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give free zero and beyond to presented by Jahan,

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who, as they're saying, no good deal of punish shows

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that he wanted to make an animated film,

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and ended up becoming the maintainer of GIMP.

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So, see, I'll be here some more people from the GIMP death team.

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Hopefully, here's some interesting things.

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Go ahead, and welcome.

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Hello, and I think Carlos is here, isn't he?

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Carlos?

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Ah, okay, I'm not yet.

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And Nils may be, he's not around.

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Okay, it's okay.

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So, hello everyone.

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So, we are the GIMP team.

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Maybe just to a small round of presentation,

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I'm Jahan, so one of the maintenance of GIMP.

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Yeah.

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I'm Michael Schumacher, also known as Schumacher online.

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Hello, my name is Ariam.

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I draw, I design something in GIMP, sorry.

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Hi, my name is Simaburi.

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I'm one of the old parts, and I just want to point out

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Ratha Akini is sitting over there.

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He's a long time contributor from the past.

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And maybe from the future, so maybe we'll see.

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Okay, so, so I guess most of us, I hope, no GIMP.

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So I want to present it, but it's, maybe I will just, it's like,

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it's image manipulation program.

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So photography, illustration, and more.

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So the current stable release is tail 210, which is on all GTA-2,

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but it's still very active on things.

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So like, I thought I, I will put some,

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some general information that will be quick on the 210 series,

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which is that table release, because some people think,

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kind of, we see this, all the interactions.

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That's a development is there or something, but like,

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since 2018 when we release a 2.10 zero,

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we had 20 stable release.

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And since we have a new release policy,

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we can even release on micropoint releases.

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So 2.2, 2.10 for next year, and so on.

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So we have new features, like every few months.

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So like, and on the, since we branched out from the 2.8,

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we have 0.10 thousand commits, so yeah,

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lot of development still happens.

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So here also some don't lot stats that I got a few days ago,

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like, for the only sets, that's not like,

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since forever, even for the 2.10 release,

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complete just for the last install of Windows,

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which is itself,

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a revision of the 2.1038 version.

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We had 7 million downloads of the,

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this just is installer.

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And for the macOS version,

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we had, like, 428 thousand for the 1x86,

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and on the R1, 700, and so on.

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So it's a lot of downloads every day.

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So it's still very active.

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And if any of you wants to say something,

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and just, just, so it's still,

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but running, going out a lot of activity,

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and a lot of people don't know anything,

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but the big stuff is KimP3.

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Okay, that's coming very soon.

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So, one of the main,

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I mean, but the most well-known part of KimP3

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is we're putting to this case,

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that's what people know about KimP3.

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It's not the only thing, but that's one of the things.

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Which means a lot of nice stuff,

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like, for graphics tablets, it's very good,

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because we have a better support of tablets.

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It's still a bit crappy in-game,

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but GDK3 allows better touch support,

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so that's something we will work on,

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and we could not work at all on the KimP2 series.

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Tablet, part interactions,

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it's like something, especially with folks on the well-owned,

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which we can map on,

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on some user actions of tablet pads,

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patterns,

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that's kind of high pixel density supports,

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you know, like, when you have a fork here,

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on small laptops or something like that,

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and it was on the two series,

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it would be very small icons,

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but now it works better,

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well-owned support for Linux.

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So, the second, very big stuff we work on,

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the topic we work is space,

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but we call space invasion.

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So, internal code name,

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which is about call space,

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basically more correct calls,

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because, like, there was a time

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when, like, in the world,

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graphics interest rate was SRGB,

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and,

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as everyone else, in graphics,

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has left this world,

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now it can be only RGB,

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and, so, it's,

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the space invasion is not a three,

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only, and it's,

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it's started before,

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in 2010,

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you only are beating to eight,

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and it will continue after it's,

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like, a wrong running project,

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basically improving how we are,

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the core colors, what are colors,

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and so on.

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And,

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patterns, this is, like,

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we are moving a lot of,

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um,

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uh,

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claw management,

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I mean, not like,

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like,

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a claw handling code to,

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also projects,

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which also give,

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made project,

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give project,

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but,

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it's, second called base,

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in particular,

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and uh,

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bubble.

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Bubble is a part about

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color conversion,

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and,

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and,

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and the,

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and the,

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and the,

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and the,

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and,

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and,

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and,

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And,

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and the,

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and the,

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and,

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and,

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as the core enzymes to handle images in GIMP.

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And a lot of cord is moving there, which means also it's easier to maintain.

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GIMP is a lot easier to maintain the mic cause.

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And it's also a lot to have when I see color correctness.

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So more correct cause because if we had a lot of pieces in the cord where we had to make custom cause

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and they were bugs and everything but this is one place which we know and there's it well for all of GIMP.

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So, so we have a lot of UX improvements to GIMP.

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Like one of the big stuff, which cools him basic was like we can have multiple active layers.

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You can select several layers until now you have to select one layer.

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So when you had 100 layers and when you wanted to move them to a group you had to do it one by one basis.

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And so it seems like a basic stuff, it could have been.

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But since our core base is very old like 30 old.

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Well, the whole core base was expecting for everything just one layer being selected.

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So yeah a lot of stuff had to change to say no actually from now on.

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We could have more.

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And the floating selection that's for people who use GIMP a lot.

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So as this stuff which kind of I think maybe only GIMP has this concept of floating selection.

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When you do copy paste or this kind of stuff.

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And a lot of big enough especially where some people really love it.

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So when we kind of removed or maybe less clear.

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Some people were not happy that I want my floating selections.

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But for beginners is usually.

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It's confusing the config concepts.

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Well, easier stuff proofing and welcome dialogue where we can show information because.

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A lot of people will are.

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Yeah, I was a GIMP way what do I do now.

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So.

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A lot of file formats improvements also.

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We have several contributors.

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We'll have to work with what formats is this.

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Even like but BMP which is a weird one in there.

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But even BMP we discover like like a few months ago that.

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Even this can be improved.

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Like we have contributors this day with.

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We've been improving a lot.

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BMP support for like a high bit depth and everything.

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And it's it's kind of funny that you can still walk on all for that.

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And also also brand new formats.

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Which are coming this day.

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And Bc7 on DDS like game maker community.

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That's something that we have been asking us a lot about this last year.

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Like I was DDS and I want Bc7.

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Approximately to format use a lot by.

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Gamemakers.

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And if it is something used for space photography.

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And TF is used like for everything.

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Like we have people doing medical devices with TF.

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And we have a lot of the map makers community.

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They use TF a lot.

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So also the geoteaf is like some kind of metadata which we kind of handles now.

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So.

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So yeah.

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And a big thing which was not supposed originally.

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To come in game 3-0.

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Wanted to get it later.

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But we got it in 3-0 because we had someone who started to work on it.

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Just how it works.

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It's like I think.

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I mean we had layer effects already.

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But that was destructive.

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So the world concept of non-destructive editing is basically like.

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You don't.

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Top of the pixel directly and you can edit twice as a filter.

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So say you have you make a blur on your image somewhere.

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And you do 100 also edits after this.

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You're not going to do 100 edits.

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And those.

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Which was what you would have had to do.

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Or you had to like keep a copy of the original image.

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Now you can just edit the settings of your blur and can change it.

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Basically or remove the blur afterwards.

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And that's that's something that's.

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Yeah that's something which is a very very.

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Requested by which which has been very.

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Regress is a lot.

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A lot of people.

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Yeah like extending game that's something which is not.

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Visible by.

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Many angels.

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Some.

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It's not always.

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Oh sorry sorry.

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Yeah so it's it doesn't always look the most sexy.

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Picture but actually we a lot of work has been on the API.

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So basically libraries for.

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Plugins.

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We have a lot of people making plugins and the API in.

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Gimpsry is a lot better.

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And we are also.

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Paving the way with this to future improvement like macros and everything because our.

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Now plugins we have a lot of system where we can remember.

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The last.

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Aguments made with a plugin even when it was called.

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Interactively with the dialogue and everything.

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This is a UI automation making dialogue automatically for our plugin.

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With that people having to write ticket codes themselves.

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So like we had plugins where we had like 1,000 lines changing one line.

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Basically.

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So.

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And so we have a lot more big things because so that's for people who know a bit.

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Okay and I'll delete.

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We have geo job direct inspections now.

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So basically only.

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Only language supported by geoget.

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Spection becomes a building in camp.

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One of the most used one is pit on three but python three but so.

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We will have we have demo plugins already of.

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We have a script for.

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And.

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And the gigal operations.

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So basically when you want to make filters.

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It's used to be like people who make plugins but now we say you should make gag operations because it brings stuff like.

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Unconvast preview directly or even like the curtain where you can have.

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See without and with on the same image.

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The effect.

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Okay and we have a very good.

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And actually this this screenshot is not even perfect because it's only the game repository.

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But if we had the.

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Babel gigal where we should also kind of give.

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I was saying.

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We will have people also the top.

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With a partner of Babel gigal if we had documentation.

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Project repository.

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We will have a.

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Well nest Jacob.

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Uh.

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Uh.

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We'll be also very high because he's a man of our documentation and there's a lot of.

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Forks to.

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And.

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Yeah, we have a few as a repository like this which are very important in the game.

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Basically.

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And then.

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And yeah, we got also back at.

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We got some of got a few years ago.

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And it kind of walks out.

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And because.

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Gimp used to to participate 10 years ago.

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Maybe.

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And the.

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And kind of stopped.

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And like three years ago.

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I think we tried again.

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Okay.

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So that's good.

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That's been kind of good also for for the project.

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We had some new contributors like this.

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And.

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So where we we had already two.

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Excellent.

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And yet yeah.

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Like you know, you.

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Really safe.

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Coming back here.

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And well, right this,

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So that's not that.

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Yes.

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You know, let's see,

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five or six months.

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We found an a,

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A.

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and a.

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One.

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You're going

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I hope so. This should be very, very soon.

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Then we have actual final GIMP 3 is 0, 0.

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Okay. So.

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So the future. So there's a lot of run maps.

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So there's something which is in GIMP.

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It's like community I will come back to this.

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And so the roadmap is mostly what current contributors are interested in.

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So it can it's free. It can change anytime.

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If, for instance, if we lose a contributor or if someone is not interested anymore,

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or if we have new contributors or new interest, it always changed.

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It's regression like currently like.

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So none of these activities like there's a lot of like link layers, layers,

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which is at something we already have code demos,

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demo codes about it, which I wrote about layers, which are linked to actual file.

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Outside the file, the ECF file, or vector layers, also something which also we have some code.

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Yes, like still like a lot of very, very nice stuff brewing.

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More space invasion. It's still working progress and it will probably be easier for a long time.

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More UX improvement I'll come back to this.

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Some we have two contributors were working.

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We've been working a lot in even industry actually for text reports.

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And eventually we hope we can even review the text tool, which in GIMP is not so good.

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I mean it's good, but it could be a lot better.

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Yeah, extension concept, which we want to have a platform where people like it.

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Like on firefox you can in such plugins and install them with one click,

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that's something we want to work on, because right now plugins like people go on a virus website.

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You don't know what's really your downloading from it.

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You just want to see and then how do you put it.

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You have to change permissions of the file.

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That's going to stop. So we want to make it a lot easier to find and install.

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Yeah, like, okay, that's a lot of stuff.

18:59.000 --> 19:04.000
I can't. I don't know enough about it.

19:04.000 --> 19:28.000
Okay, so it actually is the last baby of Pippin.

19:28.000 --> 19:33.000
Did I?

19:33.000 --> 19:42.000
Ctx.

19:42.000 --> 19:46.000
Oh, it's got where you why you didn't.

19:46.000 --> 19:57.000
Okay, maybe it's on another.

19:57.000 --> 19:59.000
Why?

19:59.000 --> 20:07.000
Yeah, okay.

20:07.000 --> 20:16.000
So it's so beautiful with dialogue, that is it.

20:16.000 --> 20:19.000
Okay.

20:19.000 --> 20:24.000
Later on.

20:25.000 --> 20:33.000
So as you can see, we have never tried this when projecting the screen.

20:33.000 --> 20:37.000
Yeah, sorry. I didn't even recompile again for whatever.

20:37.000 --> 20:41.000
But it was walking just like yesterday evening.

20:41.000 --> 20:44.000
I don't see the stuff.

20:44.000 --> 20:49.000
Yeah, yesterday being 2 a.m. this morning.

20:49.000 --> 20:56.000
But there's not here either.

20:56.000 --> 21:03.000
Why isn't it going out?

21:03.000 --> 21:05.000
Okay, I'm so.

21:05.000 --> 21:08.000
Okay, I'll just keep it.

21:08.000 --> 21:13.000
Sorry, we have to skip this.

21:14.000 --> 21:20.000
Okay, let's, let's, let's come mirror the screen.

21:20.000 --> 21:28.000
Let's just start to speak.

21:28.000 --> 21:31.000
Yeah, but that's not the premise.

21:31.000 --> 21:34.000
It's a song.

21:35.000 --> 21:42.000
I don't know why it doesn't.

21:42.000 --> 21:46.000
Okay, that's supposed to be impressive.

21:46.000 --> 21:51.000
Okay, sorry, that's, yeah.

22:05.000 --> 22:08.000
Okay, sorry.

22:08.000 --> 22:10.000
Why?

22:10.000 --> 22:12.000
Okay.

22:12.000 --> 22:16.000
So, I just explained just a bit.

22:16.000 --> 22:21.000
CTX is a new baby of a peepin, a bubble, a gigalmatma,

22:21.000 --> 22:26.000
and it's doing a lot of stuff, especially in the vector area.

22:26.000 --> 22:30.000
And for vector rendering and everything.

22:31.000 --> 22:34.000
We had a very cool demo, which we had last.

22:34.000 --> 22:37.000
A lot of stuff moving on the canvas and everything.

22:37.000 --> 22:38.000
And it should work.

22:38.000 --> 22:41.000
That's, that's, I don't understand.

22:41.000 --> 22:42.000
So, yeah.

22:42.000 --> 22:45.000
So, not everything is called.

22:45.000 --> 22:49.000
So, we have a new logo for GIMP.

22:49.000 --> 22:51.000
And if you notice, it's slightly different.

22:51.000 --> 22:55.000
So, it was made by an adium here with the rest of the team.

22:55.000 --> 23:00.000
So, she did the project and it's more like a flat,

23:00.000 --> 23:04.000
like more modern style logos.

23:04.000 --> 23:08.000
So, that was the old one, which is also very cool.

23:08.000 --> 23:11.000
So, made by Jacob's timer.

23:11.000 --> 23:13.000
You know, with gradients and everything.

23:13.000 --> 23:16.000
I'm like kind of a really fake, really style.

23:16.000 --> 23:20.000
And that's a new one, simpler and flat.

23:20.000 --> 23:24.000
Which kind of has some kind of success, it seems.

23:24.000 --> 23:29.000
So, it's also something else that we are working on design team.

23:29.000 --> 23:33.000
We are getting more and more people interested in, like,

23:33.000 --> 23:36.000
doing design stuff.

23:36.000 --> 23:39.000
And so, we may also a repository.

23:39.000 --> 23:44.000
So, for, to have like a proper place to discuss design improvements

23:44.000 --> 23:47.000
instead of being mixed with bug reports and everything on the

23:47.000 --> 23:51.000
main repository, there are like a dedicated place,

23:51.000 --> 23:57.000
which makes it very much nicer for them.

23:57.000 --> 24:04.000
So, you can go on this repository if you want to, to help.

24:04.000 --> 24:08.000
If you are ideas, if you have design propositions,

24:08.000 --> 24:11.000
and if you want to participate in good discussions.

24:12.000 --> 24:14.000
So, versioning.

24:14.000 --> 24:16.000
I was saying earlier in 2010,

24:16.000 --> 24:21.000
we went to, like, a system,

24:21.000 --> 24:25.000
whereas, like, or even on micropoint releases.

24:25.000 --> 24:29.000
We had new features, but we kind of go back to,

24:29.000 --> 24:35.000
to like, more common kind of semantic versioning,

24:35.000 --> 24:39.000
which is microponferies, bug fixes only.

24:39.000 --> 24:43.000
But, which, which, which change that we just released,

24:43.000 --> 24:46.000
faster, the minor point releases.

24:46.000 --> 24:48.000
So, basically, three, two,

24:48.000 --> 24:51.000
it won't be in six or eight years.

24:51.000 --> 24:54.000
So, hopefully in six or one year.

24:54.000 --> 24:58.000
Six, sorry, six months or one year or something like that.

24:58.000 --> 25:01.000
So, it could be, like, less features,

25:01.000 --> 25:05.000
per minor point release, but faster,

25:05.000 --> 25:10.000
as we did the microponferies, but then we have this versioning,

25:10.000 --> 25:13.000
which kind of nicer.

25:13.000 --> 25:16.000
A lot of infrastructure contribution, also lately.

25:16.000 --> 25:20.000
We have some contributor, which, one particular,

25:20.000 --> 25:22.000
but, which is doing a lot.

25:22.000 --> 25:25.000
But, they also, a few other, which helps in biosarias,

25:25.000 --> 25:30.000
and we have more packages, and much better continuous integration,

25:30.000 --> 25:33.000
and the code to manage packages and everything.

25:34.000 --> 25:37.000
And, more testing, also, file, some,

25:37.000 --> 25:39.000
also, file should be testing.

25:39.000 --> 25:46.000
This is work by Jakob, which, it is a very great work on it.

25:46.000 --> 25:49.000
And, also, Jakob is a documentation project.

25:49.000 --> 25:51.000
It took maintenance of it.

25:51.000 --> 25:54.000
It was kind of kind of dying at some point for a few years,

25:54.000 --> 25:56.000
but now it's, it's really working well.

25:56.000 --> 25:58.000
They do a lot of stuff.

25:58.000 --> 26:01.000
A new developers website, a new nice,

26:01.000 --> 26:05.000
new little bit infrastructure with 59 murals.

26:05.000 --> 26:07.000
So here are the murals.

26:07.000 --> 26:09.000
So it's kind of condensed stuff,

26:09.000 --> 26:12.000
so there should be a lot of pointy views.

26:12.000 --> 26:16.000
A lot of them are, I'm American, and a new year-end,

26:16.000 --> 26:18.000
but they are quite a few now in Azure too.

26:18.000 --> 26:21.000
And, yeah.

26:21.000 --> 26:24.000
So, a lot of books have been reported,

26:24.000 --> 26:28.000
and someone like recently kind of updated,

26:28.000 --> 26:32.800
a book's page, so like, that's our new splash,

26:32.800 --> 26:37.080
which is coming up for Game3 by a good contributor,

26:37.080 --> 26:39.800
which is a round of seven eggs.

26:41.680 --> 26:44.560
It's huge, so we have very interesting stuff,

26:44.560 --> 26:46.200
I've once sensed someone told me that.

26:46.200 --> 26:50.800
Oh yeah, GamePas has been used on a research project,

26:50.800 --> 26:53.440
which went on the cover page of Natuio,

26:53.440 --> 26:57.640
which apparently is a big magazine in science.

26:57.640 --> 27:00.680
So, you know, there are a few such issues,

27:00.680 --> 27:03.880
like, called Art Floss from the Youngest House,

27:03.880 --> 27:07.520
are most similar, so they were the article,

27:07.520 --> 27:11.720
and they said GamePins, the article, and everything.

27:11.720 --> 27:14.200
So, we have people like telling us some reports,

27:14.200 --> 27:17.480
like, that they are creating a medical device,

27:17.480 --> 27:20.680
and so we had a burger,

27:20.680 --> 27:24.480
kind of picture more, we had to implement for teeth,

27:24.480 --> 27:28.160
because they needed better teeth support,

27:28.160 --> 27:29.760
or like, recently someone said,

27:29.760 --> 27:32.120
I mean, he's also doing, like,

27:33.280 --> 27:36.680
master thesis on dwarf galaxy detection,

27:36.680 --> 27:38.600
and he says he used GamePilot,

27:38.600 --> 27:41.040
and it's not anecdotals, so he wants to sit it well,

27:41.040 --> 27:43.040
so he asked us how to sit it well,

27:43.040 --> 27:48.040
and so, what are very interesting usage?

27:48.760 --> 27:52.040
So, this last point, which kind of organized,

27:52.040 --> 27:54.600
I will also have well, in the name,

27:54.600 --> 27:58.520
meaning a sense of being a proper organization.

27:59.600 --> 28:02.080
So, one of the things that we are working on for name,

28:02.080 --> 28:06.600
we are clear, is work, which took years,

28:07.600 --> 28:09.640
so to uphold the community,

28:09.640 --> 28:13.760
and to fund development, and more.

28:13.760 --> 28:18.760
So, so for this, we created a game committee,

28:19.720 --> 28:22.960
which managed to fund and vote decisions.

28:24.880 --> 28:26.120
So, that's the name.

28:26.120 --> 28:31.120
There are all long-term contributors like 20 years,

28:31.640 --> 28:36.640
or more like, all of us are from the game committee,

28:36.840 --> 28:40.280
and we have a few others for more all of us,

28:40.280 --> 28:43.720
and like, yeah, so somehow,

28:43.960 --> 28:48.720
a can of, for instance, she wrote books,

28:48.800 --> 28:52.520
two books about GamePilotals on 6 and 2008,

28:52.520 --> 28:54.080
what's the name of the book?

28:54.080 --> 28:55.520
I didn't write it, I don't remember,

28:55.520 --> 28:59.800
but, so she is doing it for a long time,

28:59.800 --> 29:03.160
she wrote some of the, all of the books on GamePilotals,

29:03.160 --> 29:06.760
and everything, and, yeah, and everybody is like,

29:06.760 --> 29:09.320
Liam is doing a lot of scans of, like,

29:09.320 --> 29:11.440
huge size, and so he's like,

29:12.000 --> 29:14.840
he's always helping other, I see, and everything,

29:14.840 --> 29:17.960
and he has like a real use case of game,

29:17.960 --> 29:20.760
which is kind of heavy use case.

29:20.760 --> 29:23.280
Yeah, Patrick David is doing a lot of photography,

29:23.280 --> 29:28.280
and the village professional designer,

29:28.840 --> 29:31.280
I mean, he walks in, in audiovisual industry.

29:32.600 --> 29:35.240
So, yeah, and, well,

29:35.240 --> 29:40.080
zoom on, zoom on, and, me and, Liam, so,

29:40.080 --> 29:43.160
that's our funds, in the last few years.

29:44.040 --> 29:48.120
That's random plot, because it's, I have to ask each time,

29:48.120 --> 29:51.800
we don't know, good on foundations,

29:51.800 --> 29:55.440
and I get some data, so when I think, oh, how much do we have?

29:55.440 --> 30:00.120
Despite, we, that's why we want to organize, actually,

30:00.120 --> 30:03.840
because we cannot actually spend our funds

30:03.840 --> 30:08.840
in just community, just community needs.

30:11.040 --> 30:14.560
We go to events like this, but we just have too much funds,

30:14.560 --> 30:19.360
like, lately, I think, 70,000 a year of donation

30:19.360 --> 30:22.400
about, you know, like, in the last few years.

30:22.400 --> 30:24.960
So, there's a stuff, there's some people

30:24.960 --> 30:29.960
who may have heard about it, that's, we used to have a Bitcoin wallet,

30:29.960 --> 30:32.400
I mean, we still have it, but we don't,

30:32.400 --> 30:39.240
we've got it against accepting donation in Bitcoin anymore,

30:39.240 --> 30:43.280
because, well, it's, it's not really our stuff.

30:43.280 --> 30:46.640
So, in 2020, we have to, we'll break,

30:46.640 --> 30:51.440
which is one of our internal events from contributors,

30:51.440 --> 30:53.600
we've got it against the opinions,

30:53.600 --> 30:59.600
but we had to use the funds, and I'm not used to be able to use them

30:59.600 --> 31:04.880
because, actually, we don't know what,

31:04.880 --> 31:08.400
we don't know how to use Bitcoin, basically.

31:08.400 --> 31:11.120
It's like, and nobody wants this in their account,

31:11.120 --> 31:12.680
because it's kind of a lot of money,

31:12.680 --> 31:17.680
because it's an only, very, very big kind of wallet,

31:21.840 --> 31:24.080
because people, but they don't want it to give us

31:24.080 --> 31:26.000
because, like, I say, why not, we'll set up,

31:26.000 --> 31:31.520
and, and now we have, like, at least one million,

31:31.520 --> 31:36.640
which we already moved to, to, to, to, to,

31:36.680 --> 31:39.640
to the donation, which is our umbrella Foundation,

31:42.040 --> 31:44.120
a few days ago, and, actually, we have more,

31:44.120 --> 31:46.280
which still needs to move them.

31:47.560 --> 31:50.400
So, so, at the next step, with this funds,

31:50.400 --> 31:53.760
we want to make grants for contributors

31:53.760 --> 31:56.200
where they've got it, in the first two grants already,

31:56.200 --> 31:59.360
but they're not

31:59.360 --> 32:02.600
actually yet they're got it, but they are effective

32:02.600 --> 32:05.520
for one of them is for people,

32:05.520 --> 32:07.600
a bubble and giga on it now.

32:07.600 --> 32:13.320
And the other is for me, the goal is to have more grants.

32:13.320 --> 32:17.800
I think I'll have to help support GIMP as a program.

32:20.240 --> 32:24.120
If things go well, we also have a GIMP

32:24.120 --> 32:25.440
is very community-based.

32:25.440 --> 32:28.280
So we have a habit of helping other projects.

32:28.280 --> 32:33.520
We sometimes, we help with funding for conferences,

32:33.520 --> 32:37.680
such as lab graphics meeting, which the project

32:37.680 --> 32:43.480
helped to co-fund, we even also project

32:43.480 --> 32:45.640
like my pen at some point.

32:45.640 --> 32:48.760
So now we invited him to lab graphics meeting,

32:48.760 --> 32:52.160
and we paid for his trip and he's kind of something.

32:52.160 --> 32:54.720
Because it's an important project, which also

32:54.720 --> 32:57.440
we benefit from.

32:57.440 --> 33:00.600
So it's important for us that everybody is healthy

33:00.600 --> 33:02.800
in such a free software ecosystem.

33:02.800 --> 33:06.160
And that's something we want to do afterwards.

33:06.160 --> 33:08.200
And everything, if people agree, in majority,

33:08.200 --> 33:12.400
that's something we want to be able to do.

33:12.400 --> 33:12.760
Yeah.

33:12.760 --> 33:15.400
And the last point is that the last, because it's

33:15.400 --> 33:18.200
very important, that's GIMP is community-free software.

33:18.200 --> 33:20.400
So it's not just free software.

33:20.400 --> 33:22.200
It's community-free software.

33:22.200 --> 33:25.800
So people are first, and that's something

33:25.800 --> 33:30.000
which we don't, basically, even when we are

33:30.000 --> 33:32.200
going toize ourselves like this, we don't ever want

33:32.200 --> 33:34.800
to go like the GoPro right away.

33:34.800 --> 33:37.480
For us, it's very important that the software is not

33:37.480 --> 33:38.000
first.

33:38.000 --> 33:39.440
It won't ever be first.

33:39.440 --> 33:42.120
Because people are my important.

33:42.120 --> 33:43.120
So yeah.

33:43.120 --> 33:46.320
So more like a friendly neighborhood or something, someone

33:46.320 --> 33:49.320
say the ones and then, yeah.

33:49.320 --> 33:53.840
This is mostly also because sometimes we get

33:53.840 --> 33:59.960
mistaken for being a company or being backed by a company

34:00.200 --> 34:05.800
because people apparently have a hard time realizing

34:05.800 --> 34:08.720
or believing that something like GIMP can be done

34:08.720 --> 34:11.040
without being a company.

34:11.040 --> 34:16.000
So yeah, we found it important to stress that we

34:16.000 --> 34:19.520
are a community project, and we value people over any

34:19.520 --> 34:23.280
corporate processes or whatever you can think of.

34:23.280 --> 34:33.800
OK, it was actually fast because now we are at the questions.

34:33.800 --> 34:38.480
Oh, but I just wanted to point out that actually this year

34:38.480 --> 34:41.480
marks the 30th anniversary of GIMP.

34:41.480 --> 34:44.960
So this is will be coming up at the end of the year.

34:44.960 --> 34:48.720
So we don't really have any ideas yet on how to

34:48.720 --> 34:52.400
promote, present itself to the world.

34:52.400 --> 34:57.920
But I think it's quite a feat to be relevant for more than

34:57.920 --> 34:58.960
up to 30 years.

34:58.960 --> 35:02.640
So I'm proud of that and I'm proud of being part of that

35:02.640 --> 35:03.360
for quite a while now.

35:06.480 --> 35:13.080
I actually ZIMON, because I'm only here in GIMP since 2012.

35:13.080 --> 35:15.400
But ZIMON has been like one of the very early

35:15.400 --> 35:19.960
contributors of GIMP, like before 2007, I think maybe

35:19.960 --> 35:23.320
you're first 97, no?

35:23.320 --> 35:30.040
97, 98, so is one of the very early GIMP developers.

35:30.040 --> 35:31.320
More than a half of his life.

35:34.920 --> 35:38.680
Speakers, and then we can have questions with plenty of time.

35:45.400 --> 35:59.960
Yeah, for the roadmap, for the future, you were talking about XF

35:59.960 --> 36:03.440
extended, if I'm not wrong.

36:03.440 --> 36:13.040
What is men behind extended, XCF extended, no?

36:16.040 --> 36:17.960
XF is a file format.

36:17.960 --> 36:19.080
It's a whole file format.

36:19.080 --> 36:21.800
Yeah, but so you mentioned for the future on extended version,

36:21.800 --> 36:23.320
what do you mean behind?

36:23.320 --> 36:28.840
Yeah, that's basically the like stuff, which a file format,

36:28.840 --> 36:34.840
probably is not for one of the stuff, is for instance,

36:34.840 --> 36:39.000
we want to be able to save much faster files.

36:39.000 --> 36:43.480
Right now, for people who have just 100 layers or something like that,

36:44.040 --> 36:47.560
can be okay, but some people have more and like very big files.

36:47.560 --> 36:52.840
And then if it takes 20 seconds to save, it's annoying.

36:52.840 --> 36:56.760
So we want to have something maybe a Google based,

36:56.760 --> 36:58.360
which saved directly Google profiles.

36:58.360 --> 37:00.840
So it could be an all-in-stand, this kind of stuff.

37:00.840 --> 37:05.880
And also, someone of my, as you will see in the next talk,

37:05.880 --> 37:10.440
one of our proud stuff is animation also.

37:10.520 --> 37:15.720
And I want to file format also, which where we can load parts of the file

37:15.720 --> 37:21.000
only, not everything, and because you cannot load a full animation in memory.

37:21.000 --> 37:26.600
Right now, the XF is like one binary file, which you load all at once.

37:26.600 --> 37:34.280
So it will not work for that well for like some very, very huge images,

37:34.280 --> 37:35.560
and this kind of stuff.

37:36.280 --> 37:42.120
And I like to add from a technical point of view,

37:42.120 --> 37:46.760
XF is, is extensible.

37:46.760 --> 37:50.760
It's also versioned, like we have been a few versioning creases

37:50.760 --> 37:54.280
to be XF file format over the years.

37:54.280 --> 37:59.160
And it's also documented in the developers section of our website.

37:59.160 --> 38:05.960
So it's not some just gimp-only work, only format.

38:05.960 --> 38:14.520
It's documented, it's probably what you call properties or tags in TIF.

38:14.520 --> 38:16.120
Something similar like that.

38:16.120 --> 38:17.720
It's not TIF.

38:17.720 --> 38:23.560
But yeah, it also in theory, other applications could use it.

38:23.560 --> 38:28.360
Could, for example, you could write or try to write a simple renderer

38:28.440 --> 38:30.200
for like previewing it.

38:30.200 --> 38:33.160
And yeah, it's going to be extensible.

38:33.160 --> 38:34.600
It's going to be extended.

38:34.600 --> 38:36.440
I think this was your question.

38:36.440 --> 38:38.360
Did I get it right?

38:38.360 --> 38:40.840
OK.

38:40.840 --> 38:43.320
Actually, just about also project using it,

38:43.320 --> 38:48.600
when all the stuff we want to do is moving the code of XF,

38:48.600 --> 38:50.520
loading and saving out of gimp,

38:50.520 --> 38:52.120
maybe basically have a library.

38:52.120 --> 38:56.360
Lib XF for other projects, because that's very

38:56.360 --> 38:59.480
common creation, like other people, they have to re-implement.

38:59.480 --> 39:04.520
So it's all documented, but they still have to re-implement the format.

39:04.520 --> 39:09.480
So basically, if we had a smaller library, which just does this,

39:09.480 --> 39:12.600
any project which wants to load XF, we'll do it,

39:12.600 --> 39:17.720
we'll do it basically perfectly.

39:17.720 --> 39:21.160
OK, a quick question.

39:21.160 --> 39:22.760
Gimp, for it's me.

39:22.760 --> 39:25.720
I'm Alex Chopov.

39:25.720 --> 39:30.280
Gimp, at least, hopefully, coming soon, soon, soon.

39:30.280 --> 39:33.320
But from the viewpoint of a translator,

39:33.320 --> 39:39.240
we need some sort of warning when the new testing release

39:39.240 --> 39:41.480
or the new releases being cut.

39:41.480 --> 39:45.800
So we can submit translations before the cut of date.

39:45.800 --> 39:48.840
Is there a place to follow to see that?

39:49.800 --> 39:57.000
I think you don't, maybe we must put the microphone closer to your mouse.

39:57.000 --> 40:03.000
I'm not sure if I understood anything.

40:03.000 --> 40:03.720
Sorry.

40:03.720 --> 40:08.440
OK, let me try to, is it clear better now?

40:08.440 --> 40:11.240
Do you hear me loud enough?

40:11.240 --> 40:15.480
OK, from the viewpoint of a translator,

40:15.480 --> 40:18.680
translating the gimp interface.

40:19.080 --> 40:21.960
There are a lot of strings.

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We need a way to be warned when the next release is coming.

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So yes, so we can organize and prioritize the work

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in order to be included in the next release.

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Is there a place to follow a calendar published?

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Well, there is a repository, GitLab.

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We don't put exact date because we kind of walk with a flow.

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But the next release will be very soon.

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But I mean, the release candidate is probably a few days away.

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The final one, hopefully, just a few weeks away,

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unless we find big issues.

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But then that's, we cannot give you exact dates.

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And it will be tagged on GitLab, anyways.

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So if you follow GitLab, when it's out, it will be,

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it will be that we don't have more accurate information.

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And if I understood you correctly, you are asking about that.

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If certain changes to be interface are going to prioritize,

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really?

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So this is what we are going to give you x-project.

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We, which was a slide for a barcode, was about.

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We have someone called Dennis Rangelov, who is taking on

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the role of weak user interface or user experience designer.

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And he is collecting all the ideas which are going to shape

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future interfaces of game.

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And there's some prioritizing going on.

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When you still have the problem or the fortune

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of having volunteers working on them,

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so you can't exactly determine them.

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But we are trying to.

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OK.

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So I'm walking to another person I'll ask a question.

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So if I understand correctly, with GIMP 2.8,

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all the editing was being done in RGB color space.

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And with GIMP 3 doesn't it's similar?

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Just we'll have this layer for translating

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to other color spaces.

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This is that correct.

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And if so, are you actually going to,

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at some point, try to make GIMP work fully in one of the L spaces?

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So like make it fully color managed?

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OK.

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Maybe it's maybe the speakers going on the other run

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and these referable versions or something,

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but I didn't understand.

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I think it was about GIMP 2.8.

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We only had SLGB.

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And the question was, are we going to support a color management?

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And I think we answered the answer to,

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yeah, we are going, we are aiming for full color management.

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We are aiming for support of larger color spaces.

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I'm, unfortunately, I'm really not an expert in this.

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There's other people who basically can explain this,

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like, before we move behind it.

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So I think we showed answer to your question.

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Yes, we are going to do better color management

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and working on color space support improvements.

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Actually, for RGB, not as RGB, but only RGB.

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We already basically support only RGB.

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So like, you can have a profile and everything.

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And for display, it may still be displayed

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in eight people.

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So the processing will still be higher,

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but this display, depending on the place

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because I think we have some place where you have to change

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to have support when you have, you know,

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like now there are 10 or 12 pixel

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displays, but channel but pixel, yeah.

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And after this, we want to have support also for,

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because support for CMYK, so an image group, CMYK,

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or even spot colors, or maybe lab color space.

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And that's already, it's not too hard

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to implement in game because it's thanks to Google

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and that'll, which already has this support.

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So we just have to add the part in the UI.

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OK, I'm a long time, casually use sort of games

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since I think from the beginning, like mid-90s,

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whenever it was released.

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And I was wondering about this non-destructive editing.

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If I have lots of cable photographs, for example,

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and I want to edit some of my digital photographs,

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but I don't want to duplicate files.

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Will there be, like, a format that can refer

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to the file names of the original files,

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and then it would save just like the commands that would be executed

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to export the image.

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Is there something like that being worked on?

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I think the speakers go this way or something.

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Do you understand the question?

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No, if you want to work over, just get the question from the audience.

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OK, can you repeat the question?

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And without the microphone, OK, sorry.

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So if I have a bunch of files, like a playback files,

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and I want to, like, manage some colors or do some editing

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with layers, and I want to save minimum of these

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having the original files, so that the XCF file

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would refer to the original files and then have some commands,

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execute this, and then you get the final.

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Is that what the non-destructive editing would be like,

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or would I have to save the original data in the XXF file?

46:24.440 --> 46:25.800
Yeah, yeah, yeah.

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So yeah, non-destructive editing is.

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So you will not pause a file, like if it's a GPEG,

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or if it's not a GPEG or PNG, we say,

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but that's so actual data in pixels, which

46:43.200 --> 46:47.800
is a, but basically it's equivalent.

46:47.800 --> 46:52.840
And yeah, you could have an effect several effects of it,

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if you could never touch the file, and still have like 20 effects,

47:00.680 --> 47:04.040
and you will still have the original, yeah.

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So that's actually easy to show.

47:23.640 --> 47:26.360
OK, we're running out of time, so we've got one more question

47:26.360 --> 47:29.400
coming, and then you can take the demonstration of line,

47:29.400 --> 47:30.120
if there's possible.

47:41.320 --> 47:44.360
First of all, thank you for all the terrific work

47:44.360 --> 47:46.520
you do on GPEG.

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I really look forward to the new features that are outlight

47:50.040 --> 47:52.040
in the first light.

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I have some friends who are dying to know,

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what is the GIMP stands on an outline shape, too?

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In an easy way to draw shapes without lines,

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and fill colors, and such.

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Yeah, shapes, but just before like here,

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point out the blur, and you can just remove the blur.

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The data is still here.

48:21.720 --> 48:23.880
So it doesn't touch the original pixel.

48:23.880 --> 48:28.360
You can also edit the blur, like have more blur, less blur.

48:28.360 --> 48:31.560
That's the original data is always there.

48:31.560 --> 48:34.680
So that's yeah, the question, answer for.

48:34.680 --> 48:35.880
Sorry.

48:35.880 --> 48:40.280
And shapes, yeah, that's a part of the,

48:40.280 --> 48:44.280
of the more non-descriptive terms, because of shapes.

48:44.280 --> 48:46.280
Now we need vector layers, basically.

48:46.280 --> 48:51.160
Shapes on a raster image, anything doing a square,

48:51.160 --> 48:56.040
or circle, and that's it, and it's pixel,

48:56.040 --> 49:01.320
and you cannot touch it, it's basically kind of crappy.

49:01.320 --> 49:03.800
It's basically when people ask us,

49:03.800 --> 49:05.880
they want to design shapes and everything,

49:05.880 --> 49:07.800
we say, use in-scape.

49:07.800 --> 49:11.480
When we have vector layers, very soon,

49:11.480 --> 49:14.760
because it's already caught for this, which is walking.

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So very soon after 3-0-0, we will have also

49:19.480 --> 49:22.920
the ability to walk on a shape tool.

49:22.920 --> 49:25.800
I think you wanted to say something.

49:25.800 --> 49:29.480
I just wanted to also suggest that if you want to work

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a lot with shapes and geometric objects,

49:33.880 --> 49:36.600
it might not be the best tool for the drop.

49:36.600 --> 49:38.040
Inkscape is great.

49:38.040 --> 49:39.320
I love inkscape.

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And have a look around if there are other tools,

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which might be more fitting to your task, actually.

49:48.480 --> 49:50.120
Obviously, shapes are important.

49:50.120 --> 49:54.000
So we will have to look into that,

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but it's not the topmost priority for us.

49:57.040 --> 49:58.360
Thank you.

49:58.360 --> 50:01.720
I got one final thing there.

50:01.720 --> 50:05.600
We got outlines for a text now.

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And so you can do all the memes you want with GIMP, finally.

50:12.240 --> 50:13.480
OK, that's it.

50:13.480 --> 50:16.160
I'm from Freight, so let's bring this speaker again.

50:16.160 --> 50:17.000
Good luck.

