Why do you get through this as fast as I can at least in time for Q&A?
So what's been going on with KeyCAD in the last year?
Lots were going on, but one thing that didn't go on was we think 9.0 released on Friday.
We ran into a few showstoppers.
I think we're going to do an RC3 in the next probably I'd say Tuesday or Wednesday timeframe
and then if there's no showstoppers, it'd be about a week from there when we released
9.
So the patient should be another 7 to 10 days and 9.0 will be out.
So we started our donation campaign late this year.
I think this number's a little behind, but we have a goal about 128K or probably right
around 35 right now.
So we'd like to see that increase a little bit over the next couple of months.
We received another NLNet grant of 50,000 years last year, which was really helpful.
We got to pay a bunch of developers to work on stuff and that really helped.
We just applied for another donation again this year for more money.
So we might actually be able to even do some increased development for next year.
We had our second annual KeyCAD Europe Conference in Book of Germany on September 19th and 20th
of last year.
If you didn't make that and you're here in Europe, highly recommended it would turn out
but the first time it was in Bookham, the previous year was in Aquaronia, it turned out to be a fantastic
conference.
So if you're here in Europe, you get chance to try to make it out for 2025.
We had our second KeyCAD Conference in Shenzhen in China on November 15th and 16th also
different than the German Conference, but really neat because they scheduled the same
week in the Shenzhen Maker Fair if you have a chance to get to that one if you're
ever in Shenzhen, China for work or anything, excellent, really good conference.
We had the library team added a bunch of new members this year so the library team is
really looking a good shape.
So good for them.
We've got a lot of new contributors to the small contributors for the source code branch.
Maybe we will, some of those will turn into lead developers who knows.
It's a little early for that yet.
Finally, KeyCAD, USA is going to return this year in May, 27th, through the 30th.
We'll be in San Diego, California at the University of California, San Diego.
So if you're in the states and you want to come to a KeyCAD in the US, put that on your calendar.
And if you keep up your eyes open on the KeyCon website or the, for more information,
we should have stuff available for that soon.
So the goal is to have three conferences every year.
KeyCAD stores open for those of you who think we ran out of swag yesterday and still
looking for stuff, head on out to the store and order, get your orders in.
We have four Platinum, five silver and seven bronze sponsors.
We're down a little bit from last year, so hopefully we can bounce back on that.
And our Platinum sponsors, who we'd like to really thank our Isler, next PCB, KeyCAD
services corporation and PCB way.
So thanks to those organizations for helping out the project.
Okay, so what happened in version nine?
Now, there's, there's a lot of quality of life stuff that I had to pair from here.
This is mostly feature stuff.
So there's a lot more of this than this if you're interested in what all that is, head
out to the user form and go to the post V8 development news.
And that's a pretty complete list of everything that got into nine.
So what's first?
So we've been struggling with the Python plugin for quite a long time.
And we start, we're starting now to replace that with internal procedure call that we put
a Python plugin on top of, so you can't accidentally take down KeyCAD.
The problem with rapid using the old graphics was it exposed too much of KeyCAD that
really shouldn't have gotten exposed to the plugin.
This is, we're getting started on that.
This isn't the board, the board editor only for now.
And then you file, a lot of files in KeyCAD, we just a link from an external source.
You can now have an option to embed them directly into KeyCAD.
So you don't have to remember to drag your external links with the FOMC computer to
computer.
Of course, it makes your files a lot bigger, but it's also a lot more portable.
Like all things, there's trade-offs.
We now have custom ERC and ERC errors.
You can assign, you can create your own error types.
And for anything special that you have, and here you can see, like, hey, we need to calculate
a value for this resistor, just simple notes that you can add above and beyond what the
standard ERC-DLC does.
You could all, you've been able to exclude DRC and ERC errors for a long time, but now you
can add comments to those.
So you might want to add a note as to why you just said, oh, that, you can ignore that.
It's okay.
Maybe the next guy down to who gets your design has to work on it, and there's why you
just carefully ignored that one.
You can now export 3D models from the command line interface, including ray tracing,
so you get all your pretty pictures.
Table support.
We now, all the editor support having tables, and it includes the schematic, the board, and
the two, the simple footprint library editors.
So you can now put tables, and there, you can have, you know, merge rows, most of the normal
operations that you can do with tables.
There is now an output job manager where you can create all your outputs that you want
to do to create for your documentation, and as you go through here, and you can see this,
I'm not going to just play all the way out, but you can create a complex output job with
a single clickable button, and you can just output all your outputs at one time, right?
So if that's something new, and there's things that will be portable between projects,
and maybe your company has a standard set of outputs that you always have to have for
going into production, this is a, once, you know, previous you had to open all the different
editors up and create all your plots, and whatnot, that's all, that can all be done through
this interface now.
But we at, oh, won't you fast?
We reverse, we added a reverse, this is one of those ones that request that even though
we, we follow the standard zoom, almost every cat package, zoom's the same way we do.
Yeah, there's always a few people that want to be able to change the direction of the zoom,
so we added that this year.
You can now create a reference points in your images, so when you're scaling them, or
dragging them, it'll, it'll scale and drive from the reference point.
All right, come on, is that the, is that the, okay, area, best of your curves, I show you
that's a line, we've had best of your curve, curve support forever, and you could edit them,
but you could never create them, there's an output tool now on all the editors to create
them.
Yeah, it was just one of those things we just never got around, because it wasn't really
that common, but they're, they're there now.
Component classes, you can add component classes, which, two symbols that get passed
on to your, your footprint, and you can use them as conditions in your, your design rules,
so your, your complex design rules, you can now create conditions from the schematic and
pass that through.
For those of you who are into those kind of advanced kind of fun things, there's also
a mouse scroll, we have a little action, so you can now use a, a modify or key to do things
like increment and decrement, you're, it's just a little, that's a nice one of those quality
of life functions.
Yeah.
I wish the developer who was here did that was here, because he would enjoy the round
of applause.
So you ever see John Beard, thank you.
This is a big one.
This video is long, so I'm not going to, you're not going to see much of it.
But we now do multi-channel design support, so you have a multi-channel part, you can
lay out the one-channel, select all the other ones that are, it's channel by, it's channel
by hierarchical sheet, and then you lay out the one-channel, you select all the other
channels, you click a button, it will, exactly duplicate the same layout as the reference
channel.
And so then you just place the whole channel, so it's big chunks, so you lay out just on the
board your one-channel and automatically generates that for all the other channels, and
then it's yeah.
So I like to let that play, but I just don't have time.
So it's going to play them, because there we go.
There's now a tool, so one of the things that was always awkward in T-CAD is that you have
a sheet, and it has hierarchical pins, and then you have to put those hierarchical labels
in the schematic that it references.
There's now a tool that goes back and forth.
You can do those without having to open up the one sheet, go back into the other sheet,
back and forth.
There's now rule areas in the schematic editor, so instead of having to sign a rule
to each one of these nets individually, you can just draw a box around it and just sign
a net class to all those lines or nets at the same time.
We now are starting to get design blocks implemented, the initial implementation is just
schematics, sub schematics.
This will be fleshed out further in version 10 to include the board part of it as well.
It's a net navigator, the original net navigator only showed the currently select.
If you had a hot net highlighted, one of the reasons that was like that was because of
performance issues, but we resolve those, and now that you can still perform this issue,
if you have a super, super complex, because if you show all the nets and you have a board
that has 5,000,000,000 nets, it takes a lot of generate that, but now you can make some
easy to navigate through your schematic by net instead of by hierarchy.
There's selection filters in the schematic in a symbol editors, you know, you can turn
off what you're allowed to select, so you can do box selecting and just select all
your pins, turn everything else off, or maybe you don't want to select everything, but
you don't want to have the pins.
We now have an option to exclude from simulation, so if you do a lot of simulation and you
have a, a symbol in your schematic that you don't want to simulate, can drop that.
She level DMPs, you can just, not do not populate everything in that sheet and everything
that's below it.
There's a couple new electrical rules check, you've got checks for global and local labels
that have the same net name, also, whyers that don't have any connection at all.
Can now sign more than one net class to a net, you can kind of granularize your net classes
and then just kind of stuck them all together and they get merged together in the one
net that allows you a little bit of flexibility and how you, you know, sign your net classes
to your net.
You can highlight my color instead of the magenta that used to be the default, you can
highlight, if you use colored nets, you can use the do not populate indicator on your plots
to not show that when you plot your outputs.
Now for those of you who are importing stuff from Eagle that used modules, the schematic
important now in port, imports the modules, there's now a pin drag editor that you select
the sign that drags all the pins with you instead of you having to move the pin separate
from resizing the body.
There's a lot more quality of life stuff, this is just touching the big ones here.
There's now indicator so you know you can, you've been able to have alternate function
pins for a long time and keypad, but now we have an option to turn a little indicator
to let you know hey these pins have alternate functions, these don't and you can save
derived symbols instead of before you had to I save the parent symbols before you
saved the highest child that you were trying to save into a separate library.
Now you can just save the derived children and it'll save all the parent, the whole stack
over to the new library.
There's now a zone manager before you had to manage zones one by one now you can manage
all your zones in the single frame, you know pre-render it in here and get an idea what
the change is going to make.
We also have ODB plus plus x port as well that was done recently.
The net inspectors have been moved from a panel, used to be a standalone dialogue which
was a model block you know block you from do other things, it's now just a panel in the
board editor, we have fine control of via tenting before you can only have them on and
off, now you can have top bottom and turn that per via or per through whole tenting so
you can really fine control your tenting if you have any odd requirements for tenting.
The 3D models now have solder mask and silk screens on them so they're a little bit more
complete than they used to be.
There's also an option to filter like if you don't want to include certain 3D models in
your bottom there, there's like a filter you can do like star or not showing your
resistors or something like that, your resistor models in your 3D model output.
There's now a DRC for differential skew so it'll tell you if you can say don't allow
a skew of more than X, it'll fly it.
There's if you do a lot of blind and buried viaes, we now we now have we can you can create
lists of layer pairs that allow you to easily cycle while you're doing those intern
layers like your print, you're crossing two or three layers, you can now create layer
pairs, it makes that job a lot easier, there's a dog bone tool, everybody knows if you
Joel will cut out in a board that never has square edges because you can't round
a square, the router bits are always going to be round and leave a little round, nibbles
on the side, if there's a tool now that automatically generates those, you can position
references arbitrarily in the positioning tool, we now have snap indicators for cursors
so you can see what you're being snapped to, you'll see that it'll blip up a little
that's there, you can now, before the user layers were just always part of a stack,
you can now actually define a pair of top bottom user layers so that the one that's on
the bottom will be merely just like a bottom layer and so you can before we could, they
were just all positive layers that you looked at for the top now, you can assign pairs
of top and bottom, there's a handy little tool for like if you're a footprint, I'll
come on, oh there it goes, so outside it's just, you know, it draws an outline around
whatever object you have selected so it's handy for doing things like throwing together
your own footprint's up, just give us a sec there, just fun stuff like that, it's pretty
simple, what does it mean, it's playing here a month, I'm not good, I don't have time,
pad steps, so now you can define different shapes, sizes, pads on your layers, right?
So if you have any real complex layout things that you need to do with this, you have
pad stacks, they can be different shapes, different shapes, you know, you can have a different
shape on either any layer, different sizes, this is kind of a necessary for us because
we import from all team, and our all team import can now import their pad stacks, so
we can not lose any fidelity when we import, you can have solder masks, you can remove the
solder masks from any arbitrary track, there's an acute angle, DRC, you can tell you, you
can say what the minimum acute angle is in little flag any angles that you accidentally
routed wrong, come on, there you go, there's now clearance indicators for DRC, before
it was just a number, so you click on the DRC air and it'll show you where the clearance
violation is, that's a useful feature, if you're doing a lot of high density stuff, because
sometimes it's hard to see where your clearance air actually is, we changed, we added
external dimension leaders, before all we had as internals, now you can do all of them,
there's an interactive position, until you can position an object relative to another object,
there's now a creepy DRC, and if you do a lot of stuff with voltage, when you want to
make sure you're not violating any voltage issues, there's creepy, creepy just slightly
different than clearance, because clearance is a physical dimension, it's dimensional, this
is a little bit different, if you know why you need that you do, if you don't, it's variable,
variable, diameter of v is now, you can change like this, the v is that kind of came along
with pad stacks, and then we've changed the rendering so you can see how, if you look at
the VAU, you can tell by looking at the rendering, if that's a uniform VAU, or if it's
padded or different sizes, this one's been around F4 for a long time, multi-track, you
can not, push the throttle out and out as well as you do, it doesn't allow you to route
multiple net yet, that's going to be coming in 10, but you can drag a bunch of
a minute, it'll push and shove everything out of the way, so that's going to be
in nine, or we added, I think all the models that Obi-Cascade supports now are 3D model
out ports, so you get XA or LSTL, B-Rap, and PLI, if you use those for whatever CAD tools
you use, and we can chamfer zone corners, it's just a simple chamfering tool, the fill
tool didn't get done yet, that'll get done in 10, so lots of things have, and that
almost forgot, we added tolerance to the regulator, or tolerances, so just a quick overview,
we added 43, 4300 commits by 78 authors, we're up to 1.7 million lines of code, that's
not included translations, about 2K of that's comments, a simple library added, almost
1500 for a total of 21, 75, 55, footprint library added 756 for total, 14, 210, so, and
then 30 models was 130 for 68, 33, so our libraries have grown quite well, and our back
wall, one of the things that was really impressive is our back wall is now down quite a bit
over what's even last year, which we made our first big dent in the back wall, there
was 2010 MRs created during the V9 development period, which works out at the 5.5 merge
requests per day, so lots of people are contributing symbols for print models, and that's
for all these people, everyone out there who's doing that, thank you, we really appreciate
the contributions, and we've got the MR merged time from 10 days down to 3 days, so,
we're getting, we have a good team, and that whole process has really gotten streamlined
a lot better, and our translations were about the same as they were last year, so, what's
coming for version 10, we're going to have to switch the board editor from 32 bit to 64
bit coordinates for all you people who do parse exercise boards, because apparently, like
four meters isn't enough, so I don't have any people out there doing that, but apparently
they are, we're going to move T-CAD to a single binary, so the days of having multiple
executed executables is hopefully going to, and that'll, for more standpoint, a greatly
simple, fly things internally, right now T-CAD has a lot of plumbing under the hood that
has to support the multiple executables, custom toolbar layouts, that's been coming, we
actually paid the folks at WX widgets to help us out with that, because that internally,
they controlled how that worked, and we tried to work around it, we couldn't, so we now
we, when WX widgets 3.3 is released, we will have that, and that should happen during
10, you can ping, a plot directly to pings now, there's going to be a design migration
import wizard, like right now, our importers are kind of like scattered, some, are part of,
some do, do it most of it for you, some you have to do manually, it's a little cumbersome,
we're going to have a wizard that steps you all the way through that process, so all the
import wizard, all the importers that we support like all T-CAD and EGOL, they'll all be
migrating into that, you'll have a single interface for importing your legacy designs,
chain library tables, we know we've had addressed our library issues for a long time, that's
going to help, some of that background library loading instead of waiting until you need
your libraries, since you start T-CAD it'll start loading, in fact that one's already in
process, a key to project and port or for those of you have to get a project slain around,
IPC support will be extended to the schematic symbol editors, command line interface and
applied in APIs, so you'll be able to hopefully do just about anything you want to be able
to do using the IPC interface, clipboard abstracts, and we need to improve clipboard support
on Linux, it's a little, it's Linux, it is what it is, we've learned to live, we've learned
to love all the little quirks and just deal with it, that's also improved the Linux desktop
environment integration, right now in the schematic editors and the board editors that are
editing is different, so we're going to make that all the same, we're going to do single
file multiple file library abstracts and so right now footprints all by a single footprint
in a file and the schematic libraries are one file with a bunch, so we're going to just
abstract that so you can do both from the other one, so pin gate swapping, we're going
to do both constrained implementation initially and then are on none constrained, so you'll
be able to modify a pin and board it'll go back to the schematic, but what's going to
do, it's going to modify the schematic whether it's valid or not that's up to you,
but then eventually we'll integrate the constrained part of that work, because that information
has to be added to your symbol to know if you can even do that, you know, that's a legal
thing to do. Of course, the fillet tool I talked about, we're going to collapse a bit
now to component into the respective frames that won't be a separate application anymore,
flat schematics, so it's easier to import from other EDH tools that have flat schematics
support stack pins, we're going to just have like you're going to be able to create a list
of pins from a single pin, instead of what we do now putting a bunch of pins on top of each
other. We're going to warn you when you're a diagonal wire creates changes connections,
real time schematic wire junction indicators, schematic different merge tool, automatic component
class generation, automatic neck down, design blocks so that we already have the schematics
nine blocks, I talked about that, barcode support, flexible grid system, route multiple tracks,
we already have the multi track dragging, and different merge foods and get the PCB part
to get time domain schematics for track links routing, route preview for the little, the automatic
routing tool, and then the segment, my segment thing for that, a big table to be able to edit
footprint fields, instead of having to do it one at a time like we have in a single editor,
options to show me the currently route mess with current route, yep, I do this was going to be
tight, we got some optimizations we need to know, we need to do because we know the DR, the
custom DRC rule thing is a performance issue, be able to do arcs with the router, via stitching,
pipe parts, parts in your footprints, the unit, we are going to unify the length calculation code
because there's like three different sets of code and depending on how you look at it, everyone
gives you a different answer, so we know we need to do that for a while, yep, times out, I'm sorry, I didn't
get through everything, before I just wrap this up, I want to say thanks to all the developers and
our sponsors and thank you guys for coming out and thank you for being keycab users, let's say thanks
to Seth for organizing this room because that doesn't happen, it's a lot of work that I don't have to
do, so that's a good thing, hopefully you can all make it to a keycab this year, I'd love to see you
out and come to keycab wherever it is and we'd love to see you there, you have any questions,
I'm sure there are, thank you, four minutes of the question, yes I was
wondering, two seconds I have to look it up, when you create your workflows for the generating
of the outfoods, are you able to store those in like a preset that you might be able to be used?
Yes, okay, so the question was on the job, the output job manager, the list of things that you
create, yes, they'll be portable to keycab projects, if you really want you to create a template,
so you know the keycab template system you could just put that in your template, if you use that exact
same set of outputs for every project and then when you create a new project you just create it from
template, pull that right, yeah, yeah, yeah, over here, yeah, and can you say something about
Waylands native support for the question was something polite, native, yes, I'll try,
the question was the wayllin native support, for those of you who don't use Linux,
you're lucky, no, no, no, the move to Wayllin is really kind of cause a lot of promise for us,
and we are, we've been talking to some people to try to get them resolved, it hasn't been
smooth as I would like it to be, we know the Linux desktop is going towards Wayllin,
but there's so many things that makes keycab the keycab experience miserable when you use Wayllin,
it's just, we just have to tell people you got to use X for now because you're, it's not,
you're not going to have a good experience, it's unfortunate, I hate to do it, but I think, yeah.
Yeah, I'm sorry, yeah, just FYI, I will be outside, feel free to stop and ask me questions,
I never have enough time to get to them, so Michael's going to start setting up, we have time for
one or two more questions if you're asking quick, Michael, you can.
Can the output generate their generate PDF files?
The question was, can the output generate your generate PDF files, yes, anything you can plot with the old
plot dialogue, you can generate, you can generate the output, so yes, you can get generate PDF,
post group, you got the HPGL printer somewhere, you can do that too, I'm a plotter, yes.
Okay, thank you, Wayne.