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Jean-Baptiste Mardelle: Kdenlive - take risks while having fun

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The video features Farid and Julius from the Kdenlive core team stepping in to present an update on the project's status while Jean-Baptiste Mardelle recovers from illness. They highlight that despite being launched in 2003, Kdenlive has maintained relevance for over two decades by actively strengthening its multiplatform support. Significant efforts have been made to stabilize the software across different operating systems, including fixing crashes in KDE frameworks on macOS and improving rendering performance on network drives for Windows. Additionally, the team is working on porting their pipeline from MiniV to MSBC to facilitate a future release on the Microsoft Store, demonstrating a commitment to expanding accessibility while maintaining high quality standards through rigorous testing and code cleanup. Despite these advancements, the developers acknowledge several technical limitations that currently hinder the software's capabilities. The most significant hurdle remains GPU support, as the underlying MLT framework and the Freyer effects used are still CPU-only, which can impact performance for demanding tasks. Furthermore, Kdenlive currently handles 8-bit color depth rather than the widely expected 10-bit standard found in many modern workflows, and it lacks native Android support despite the growing trend of users relying solely on mobile devices. The team also notes challenges related to managing a large dependency stack and processing upstream changes, which can be time-consuming but are essential for keeping the software up-to-date with industry standards like OpenFX. To address these issues and foster growth, the project is implementing new features such as the upcoming "Dope Sheet" timeline in version 26.12, which will allow users to manage keyframes and parameters within a unified interface. The team has also modernized their documentation by migrating their website from WordPress to Hugo and secured a trademark for the Kdenlive logo in Europe to protect against infringement. Financially, while recent donation levels have fluctuated compared to previous successful campaigns, the project benefits from dedicated funding that allows core developers like Jean-Baptiste to focus full-time on development. This financial stability has also enabled the team to refactor code and maintain existing features while new contributors drive innovation through fresh feature additions. Looking toward the future, the Kdenlive community is evolving beyond traditional meetings into new forms of communication, such as podcasts, to better engage with modern audiences. The project shows strong signs of growth, particularly in its developer community, where recent major releases have been driven largely by new contributors rather than just the core team. This expansion not only brings fresh perspectives but also distributes the workload, making it more enjoyable and sustainable for everyone involved. As the team continues to tackle technical challenges and expand their reach, they remain optimistic about Kdenlive's ability to adapt and thrive in a rapidly changing technological landscape.
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Hello everyone. Today we're substituting uh John Baptist Martell. He's sick. He's here in grass but uh stayed at the apartment. So I'm Farid and I'm with Julius. We're part of the Kaden Life core team. [snorts] So, Kaden Live has 151 releases. First launched in 2003, 23 years of a program. Are we still there yet? Are we are we there yet? Do we have GPU support? Are we enjoying it? Um, we're here to talk a bit about this. So, um, yeah. Yeah. So is K life still relevant? What are we doing? Um one of our recent focuses has been to introduce um [clears throat] or to strengthen multiplatform support. Um we introduced Mac OS a few years ago. Um but there are quite a few challenges um maintaining multiple platforms. We um had to fix um crashes in KDE frameworks on Mac OS. We recently improve improved the um rendering to network drives on Windows and also one of our big projects is to bring our pipeline from MiniV to MSBC also to be able to release Ken life to the Microsoft store. So there's quite a lot um going on on the side of multiplatform support and also we are investing a lot on quality assurance. Um recently we started to make our project almost uh QML lint clean. So we turned um most warnings into errors um after we fixed them. And uh we keep improving our own render test suit which um automatically um opens scale and live projects, renders them and compares them against visual references. Um also there are multiple other topics uh we keep on working like documentation is uh one of the big topics to improve but we are really getting there. We recently ported our pipeline our website to Hugo from WordPress which also allows us to improve it now. You will um in a few days see um a new section about features being launched on the website. So we are trying to be a bit more like marketing style on our website. And one very fresh news is we just very recently got the registration of our logo as a trademark in Europe which will help us to protect um Ken life against infringements which we saw a few times in the past. So, but we still have uh some limitations. The biggest one is GPU support. Our base framework which is MLT is still only on CPU. The effects that we use which are mostly Freyer are also CPU only. So, these are some of the biggest hurdles that we have at the moment. Another one is uh bit color bit depth support. Many people nowadays expect to have uh work to work with video that has 10 bit color and currently we only handle 8 bit. Uh some popular like effects and presets that you see on social media shipped out of the box. We do not have this yet. And of course no Android support which is something that uh there's this paradigm shift in using technology. The the kids are using only phones. So, we have to also provide uh eventually support for Android. Uh some of our short and midterm plans, we're going to release 2612 with u the new dope sheet. Yeah, the new dope sheet. It's just the code name, but it's basically a new timeline with uh key frames. Uh we're also working on integrating some new features that are coming in MLT which is uh one of them is color bit depth and the other one is open effects which is an industry standard effect uh uh platform. So we're going to be using the same effects as uh uh Dainci or Premiere or whatever. So this is on the left side is how it was the effect stack and on the right side you can see how it is now with the timeline and stuff. We had here a short intro video. So basically it is a new timeline where you can control the the the key frames and the parameters all in one interface in a clip. So if you select a clip, you see all the effects in the timeline and you can do it all in one interface. No need to um yeah do it separately. So we are doing quite a lot. We are um moving forward but there are also some challenges we are facing with this. I mentioned multiplatform support um earlier. It's just we have to have all the different operating systems. sometimes we don't have sometimes we we need to organize devices to test them. Um so that's challenging and also as you can see we have right now about 60 um open yeah 60 open merch requests back one year ago we had uh around 15 um so that's huge amount of merge requests luckily um as far as we can say yet um most of them are not the usual AI garbage which other projects may experience but they really good quality contributions with um from contributors um really trying to involve with us and the community which is very nice to see and um just thank you to everyone contributing um just be bit patient um to give us the time to review your merch requests but uh yeah it's also a nice thing to see but uh challenging um same applies to um yeah proc reports and um handling upstream changes is also quite challenging because um K life has a huge dependency stack and sometimes uh yeah that takes a lot of time. Financial support is another big topic. We had a very successful fundraiser a few years ago and um where John Baptist were able to reduce his day job um in favor of Kaden life and dedicate some um time on Kaden life development but since then um yeah we didn't we weren't able to like get the same amount of donations again which is also a bit uh like a cap capacity problem on the team because uh you really need time to u advertise the fundraiser. Um so yeah, but uh on the good uh news, Jean Baptist um worked for the past year on the project far just showed from an Lnet fund and um it's really making good progress and finally we are a team which also makes it much more fun to um yeah face all these challenges. This is the team. This was one year um ago as part of the team not everyone but yeah so uh one thing that is very nice to see as well is our last two major releases most of the new features were made by new developers. So people just come made this new feature in actually even the last one all the new features were just by new developers and the work jumpist and Julius have made has been just maintaining or working on some other code refactoring. So it is very nice to see our community grow also dev wise and um we have a some thing called kaden life cafe which is our community meetings they have not really worked so we're changing this to do some podcasts like a k live podcast and try to do some other kind of communication for for today's um uh standards of communicating I don't know uh and also we'll try we're thinking about getting closer with creating communities. So, we have some ideas cooking up. I will not tell you which ones now, but yeah, soon. So, I guess this is it. Thank you. [snorts] [applause]