Okay, let's continue so now, as you can already see,
give free zero and beyond to presented by Jahan,
who, as they're saying, no good deal of punish shows
that he wanted to make an animated film,
and ended up becoming the maintainer of GIMP.
So, see, I'll be here some more people from the GIMP death team.
Hopefully, here's some interesting things.
Go ahead, and welcome.
Hello, and I think Carlos is here, isn't he?
Carlos?
Ah, okay, I'm not yet.
And Nils may be, he's not around.
Okay, it's okay.
So, hello everyone.
So, we are the GIMP team.
Maybe just to a small round of presentation,
I'm Jahan, so one of the maintenance of GIMP.
Yeah.
I'm Michael Schumacher, also known as Schumacher online.
Hello, my name is Ariam.
I draw, I design something in GIMP, sorry.
Hi, my name is Simaburi.
I'm one of the old parts, and I just want to point out
Ratha Akini is sitting over there.
He's a long time contributor from the past.
And maybe from the future, so maybe we'll see.
Okay, so, so I guess most of us, I hope, no GIMP.
So I want to present it, but it's, maybe I will just, it's like,
it's image manipulation program.
So photography, illustration, and more.
So the current stable release is tail 210, which is on all GTA-2,
but it's still very active on things.
So like, I thought I, I will put some,
some general information that will be quick on the 210 series,
which is that table release, because some people think,
kind of, we see this, all the interactions.
That's a development is there or something, but like,
since 2018 when we release a 2.10 zero,
we had 20 stable release.
And since we have a new release policy,
we can even release on micropoint releases.
So 2.2, 2.10 for next year, and so on.
So we have new features, like every few months.
So like, and on the, since we branched out from the 2.8,
we have 0.10 thousand commits, so yeah,
lot of development still happens.
So here also some don't lot stats that I got a few days ago,
like, for the only sets, that's not like,
since forever, even for the 2.10 release,
complete just for the last install of Windows,
which is itself,
a revision of the 2.1038 version.
We had 7 million downloads of the,
this just is installer.
And for the macOS version,
we had, like, 428 thousand for the 1x86,
and on the R1, 700, and so on.
So it's a lot of downloads every day.
So it's still very active.
And if any of you wants to say something,
and just, just, so it's still,
but running, going out a lot of activity,
and a lot of people don't know anything,
but the big stuff is KimP3.
Okay, that's coming very soon.
So, one of the main,
I mean, but the most well-known part of KimP3
is we're putting to this case,
that's what people know about KimP3.
It's not the only thing, but that's one of the things.
Which means a lot of nice stuff,
like, for graphics tablets, it's very good,
because we have a better support of tablets.
It's still a bit crappy in-game,
but GDK3 allows better touch support,
so that's something we will work on,
and we could not work at all on the KimP2 series.
Tablet, part interactions,
it's like something, especially with folks on the well-owned,
which we can map on,
on some user actions of tablet pads,
patterns,
that's kind of high pixel density supports,
you know, like, when you have a fork here,
on small laptops or something like that,
and it was on the two series,
it would be very small icons,
but now it works better,
well-owned support for Linux.
So, the second, very big stuff we work on,
the topic we work is space,
but we call space invasion.
So, internal code name,
which is about call space,
basically more correct calls,
because, like, there was a time
when, like, in the world,
graphics interest rate was SRGB,
and,
as everyone else, in graphics,
has left this world,
now it can be only RGB,
and, so, it's,
the space invasion is not a three,
only, and it's,
it's started before,
in 2010,
you only are beating to eight,
and it will continue after it's,
like, a wrong running project,
basically improving how we are,
the core colors, what are colors,
and so on.
And,
patterns, this is, like,
we are moving a lot of,
um,
uh,
claw management,
I mean, not like,
like,
a claw handling code to,
also projects,
which also give,
made project,
give project,
but,
it's, second called base,
in particular,
and uh,
bubble.
Bubble is a part about
color conversion,
and,
and the,
and,
And,
and the,
and,
as the core enzymes to handle images in GIMP.
And a lot of cord is moving there, which means also it's easier to maintain.
GIMP is a lot easier to maintain the mic cause.
And it's also a lot to have when I see color correctness.
So more correct cause because if we had a lot of pieces in the cord where we had to make custom cause
and they were bugs and everything but this is one place which we know and there's it well for all of GIMP.
So, so we have a lot of UX improvements to GIMP.
Like one of the big stuff, which cools him basic was like we can have multiple active layers.
You can select several layers until now you have to select one layer.
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.
And so it seems like a basic stuff, it could have been.
But since our core base is very old like 30 old.
Well, the whole core base was expecting for everything just one layer being selected.
So yeah a lot of stuff had to change to say no actually from now on.
We could have more.
And the floating selection that's for people who use GIMP a lot.
So as this stuff which kind of I think maybe only GIMP has this concept of floating selection.
When you do copy paste or this kind of stuff.
And a lot of big enough especially where some people really love it.
So when we kind of removed or maybe less clear.
Some people were not happy that I want my floating selections.
But for beginners is usually.
It's confusing the config concepts.
Well, easier stuff proofing and welcome dialogue where we can show information because.
A lot of people will are.
Yeah, I was a GIMP way what do I do now.
So.
A lot of file formats improvements also.
We have several contributors.
We'll have to work with what formats is this.
Even like but BMP which is a weird one in there.
But even BMP we discover like like a few months ago that.
Even this can be improved.
Like we have contributors this day with.
We've been improving a lot.
BMP support for like a high bit depth and everything.
And it's it's kind of funny that you can still walk on all for that.
And also also brand new formats.
Which are coming this day.
And Bc7 on DDS like game maker community.
That's something that we have been asking us a lot about this last year.
Like I was DDS and I want Bc7.
Approximately to format use a lot by.
Gamemakers.
And if it is something used for space photography.
And TF is used like for everything.
Like we have people doing medical devices with TF.
And we have a lot of the map makers community.
They use TF a lot.
So also the geoteaf is like some kind of metadata which we kind of handles now.
So.
So yeah.
And a big thing which was not supposed originally.
To come in game 3-0.
Wanted to get it later.
But we got it in 3-0 because we had someone who started to work on it.
Just how it works.
It's like I think.
I mean we had layer effects already.
But that was destructive.
So the world concept of non-destructive editing is basically like.
You don't.
Top of the pixel directly and you can edit twice as a filter.
So say you have you make a blur on your image somewhere.
And you do 100 also edits after this.
You're not going to do 100 edits.
And those.
Which was what you would have had to do.
Or you had to like keep a copy of the original image.
Now you can just edit the settings of your blur and can change it.
Basically or remove the blur afterwards.
And that's that's something that's.
Yeah that's something which is a very very.
Requested by which which has been very.
Regress is a lot.
A lot of people.
Yeah like extending game that's something which is not.
Visible by.
Many angels.
Some.
It's not always.
Oh sorry sorry.
Yeah so it's it doesn't always look the most sexy.
Picture but actually we a lot of work has been on the API.
So basically libraries for.
Plugins.
We have a lot of people making plugins and the API in.
Gimpsry is a lot better.
And we are also.
Paving the way with this to future improvement like macros and everything because our.
Now plugins we have a lot of system where we can remember.
The last.
Aguments made with a plugin even when it was called.
Interactively with the dialogue and everything.
This is a UI automation making dialogue automatically for our plugin.
With that people having to write ticket codes themselves.
So like we had plugins where we had like 1,000 lines changing one line.
Basically.
So.
And so we have a lot more big things because so that's for people who know a bit.
Okay and I'll delete.
We have geo job direct inspections now.
So basically only.
Only language supported by geoget.
Spection becomes a building in camp.
One of the most used one is pit on three but python three but so.
We will have we have demo plugins already of.
We have a script for.
And.
And the gigal operations.
So basically when you want to make filters.
It's used to be like people who make plugins but now we say you should make gag operations because it brings stuff like.
Unconvast preview directly or even like the curtain where you can have.
See without and with on the same image.
The effect.
Okay and we have a very good.
And actually this this screenshot is not even perfect because it's only the game repository.
But if we had the.
Babel gigal where we should also kind of give.
I was saying.
We will have people also the top.
With a partner of Babel gigal if we had documentation.
Project repository.
We will have a.
Well nest Jacob.
Uh.
We'll be also very high because he's a man of our documentation and there's a lot of.
Forks to.
And.
Yeah, we have a few as a repository like this which are very important in the game.
Basically.
And then.
And yeah, we got also back at.
We got some of got a few years ago.
And it kind of walks out.
And because.
Gimp used to to participate 10 years ago.
Maybe.
And the.
And kind of stopped.
And like three years ago.
I think we tried again.
Okay.
So that's good.
That's been kind of good also for for the project.
We had some new contributors like this.
And.
So where we we had already two.
Excellent.
And yet yeah.
Like you know, you.
Really safe.
Coming back here.
And well, right this,
So that's not that.
Yes.
You know, let's see,
five or six months.
We found an a,
A.
and a.
One.
You're going
I hope so. This should be very, very soon.
Then we have actual final GIMP 3 is 0, 0.
Okay. So.
So the future. So there's a lot of run maps.
So there's something which is in GIMP.
It's like community I will come back to this.
And so the roadmap is mostly what current contributors are interested in.
So it can it's free. It can change anytime.
If, for instance, if we lose a contributor or if someone is not interested anymore,
or if we have new contributors or new interest, it always changed.
It's regression like currently like.
So none of these activities like there's a lot of like link layers, layers,
which is at something we already have code demos,
demo codes about it, which I wrote about layers, which are linked to actual file.
Outside the file, the ECF file, or vector layers, also something which also we have some code.
Yes, like still like a lot of very, very nice stuff brewing.
More space invasion. It's still working progress and it will probably be easier for a long time.
More UX improvement I'll come back to this.
Some we have two contributors were working.
We've been working a lot in even industry actually for text reports.
And eventually we hope we can even review the text tool, which in GIMP is not so good.
I mean it's good, but it could be a lot better.
Yeah, extension concept, which we want to have a platform where people like it.
Like on firefox you can in such plugins and install them with one click,
that's something we want to work on, because right now plugins like people go on a virus website.
You don't know what's really your downloading from it.
You just want to see and then how do you put it.
You have to change permissions of the file.
That's going to stop. So we want to make it a lot easier to find and install.
Yeah, like, okay, that's a lot of stuff.
I can't. I don't know enough about it.
Okay, so it actually is the last baby of Pippin.
Did I?
Ctx.
Oh, it's got where you why you didn't.
Okay, maybe it's on another.
Why?
Yeah, okay.
So it's so beautiful with dialogue, that is it.
Okay.
Later on.
So as you can see, we have never tried this when projecting the screen.
Yeah, sorry. I didn't even recompile again for whatever.
But it was walking just like yesterday evening.
I don't see the stuff.
Yeah, yesterday being 2 a.m. this morning.
But there's not here either.
Why isn't it going out?
Okay, I'm so.
Okay, I'll just keep it.
Sorry, we have to skip this.
Okay, let's, let's, let's come mirror the screen.
Let's just start to speak.
Yeah, but that's not the premise.
It's a song.
I don't know why it doesn't.
Okay, that's supposed to be impressive.
Okay, sorry, that's, yeah.
Okay, sorry.
Why?
Okay.
So, I just explained just a bit.
CTX is a new baby of a peepin, a bubble, a gigalmatma,
and it's doing a lot of stuff, especially in the vector area.
And for vector rendering and everything.
We had a very cool demo, which we had last.
A lot of stuff moving on the canvas and everything.
And it should work.
That's, that's, I don't understand.
So, yeah.
So, not everything is called.
So, we have a new logo for GIMP.
And if you notice, it's slightly different.
So, it was made by an adium here with the rest of the team.
So, she did the project and it's more like a flat,
like more modern style logos.
So, that was the old one, which is also very cool.
So, made by Jacob's timer.
You know, with gradients and everything.
I'm like kind of a really fake, really style.
And that's a new one, simpler and flat.
Which kind of has some kind of success, it seems.
So, it's also something else that we are working on design team.
We are getting more and more people interested in, like,
doing design stuff.
And so, we may also a repository.
So, for, to have like a proper place to discuss design improvements
instead of being mixed with bug reports and everything on the
main repository, there are like a dedicated place,
which makes it very much nicer for them.
So, you can go on this repository if you want to, to help.
If you are ideas, if you have design propositions,
and if you want to participate in good discussions.
So, versioning.
I was saying earlier in 2010,
we went to, like, a system,
whereas, like, or even on micropoint releases.
We had new features, but we kind of go back to,
to like, more common kind of semantic versioning,
which is microponferies, bug fixes only.
But, which, which, which change that we just released,
faster, the minor point releases.
So, basically, three, two,
it won't be in six or eight years.
So, hopefully in six or one year.
Six, sorry, six months or one year or something like that.
So, it could be, like, less features,
per minor point release, but faster,
as we did the microponferies, but then we have this versioning,
which kind of nicer.
A lot of infrastructure contribution, also lately.
We have some contributor, which, one particular,
but, which is doing a lot.
But, they also, a few other, which helps in biosarias,
and we have more packages, and much better continuous integration,
and the code to manage packages and everything.
And, more testing, also, file, some,
also, file should be testing.
This is work by Jakob, which, it is a very great work on it.
And, also, Jakob is a documentation project.
It took maintenance of it.
It was kind of kind of dying at some point for a few years,
but now it's, it's really working well.
They do a lot of stuff.
A new developers website, a new nice,
new little bit infrastructure with 59 murals.
So here are the murals.
So it's kind of condensed stuff,
so there should be a lot of pointy views.
A lot of them are, I'm American, and a new year-end,
but they are quite a few now in Azure too.
And, yeah.
So, a lot of books have been reported,
and someone like recently kind of updated,
a book's page, so like, that's our new splash,
which is coming up for Game3 by a good contributor,
which is a round of seven eggs.
It's huge, so we have very interesting stuff,
I've once sensed someone told me that.
Oh yeah, GamePas has been used on a research project,
which went on the cover page of Natuio,
which apparently is a big magazine in science.
So, you know, there are a few such issues,
like, called Art Floss from the Youngest House,
are most similar, so they were the article,
and they said GamePins, the article, and everything.
So, we have people like telling us some reports,
like, that they are creating a medical device,
and so we had a burger,
kind of picture more, we had to implement for teeth,
because they needed better teeth support,
or like, recently someone said,
I mean, he's also doing, like,
master thesis on dwarf galaxy detection,
and he says he used GamePilot,
and it's not anecdotals, so he wants to sit it well,
so he asked us how to sit it well,
and so, what are very interesting usage?
So, this last point, which kind of organized,
I will also have well, in the name,
meaning a sense of being a proper organization.
So, one of the things that we are working on for name,
we are clear, is work, which took years,
so to uphold the community,
and to fund development, and more.
So, so for this, we created a game committee,
which managed to fund and vote decisions.
So, that's the name.
There are all long-term contributors like 20 years,
or more like, all of us are from the game committee,
and we have a few others for more all of us,
and like, yeah, so somehow,
a can of, for instance, she wrote books,
two books about GamePilotals on 6 and 2008,
what's the name of the book?
I didn't write it, I don't remember,
but, so she is doing it for a long time,
she wrote some of the, all of the books on GamePilotals,
and everything, and, yeah, and everybody is like,
Liam is doing a lot of scans of, like,
huge size, and so he's like,
he's always helping other, I see, and everything,
and he has like a real use case of game,
which is kind of heavy use case.
Yeah, Patrick David is doing a lot of photography,
and the village professional designer,
I mean, he walks in, in audiovisual industry.
So, yeah, and, well,
zoom on, zoom on, and, me and, Liam, so,
that's our funds, in the last few years.
That's random plot, because it's, I have to ask each time,
we don't know, good on foundations,
and I get some data, so when I think, oh, how much do we have?
Despite, we, that's why we want to organize, actually,
because we cannot actually spend our funds
in just community, just community needs.
We go to events like this, but we just have too much funds,
like, lately, I think, 70,000 a year of donation
about, you know, like, in the last few years.
So, there's a stuff, there's some people
who may have heard about it, that's, we used to have a Bitcoin wallet,
I mean, we still have it, but we don't,
we've got it against accepting donation in Bitcoin anymore,
because, well, it's, it's not really our stuff.
So, in 2020, we have to, we'll break,
which is one of our internal events from contributors,
we've got it against the opinions,
but we had to use the funds, and I'm not used to be able to use them
because, actually, we don't know what,
we don't know how to use Bitcoin, basically.
It's like, and nobody wants this in their account,
because it's kind of a lot of money,
because it's an only, very, very big kind of wallet,
because people, but they don't want it to give us
because, like, I say, why not, we'll set up,
and, and now we have, like, at least one million,
which we already moved to, to, to, to, to,
to the donation, which is our umbrella Foundation,
a few days ago, and, actually, we have more,
which still needs to move them.
So, so, at the next step, with this funds,
we want to make grants for contributors
where they've got it, in the first two grants already,
but they're not
actually yet they're got it, but they are effective
for one of them is for people,
a bubble and giga on it now.
And the other is for me, the goal is to have more grants.
I think I'll have to help support GIMP as a program.
If things go well, we also have a GIMP
is very community-based.
So we have a habit of helping other projects.
We sometimes, we help with funding for conferences,
such as lab graphics meeting, which the project
helped to co-fund, we even also project
like my pen at some point.
So now we invited him to lab graphics meeting,
and we paid for his trip and he's kind of something.
Because it's an important project, which also
we benefit from.
So it's important for us that everybody is healthy
in such a free software ecosystem.
And that's something we want to do afterwards.
And everything, if people agree, in majority,
that's something we want to be able to do.
Yeah.
And the last point is that the last, because it's
very important, that's GIMP is community-free software.
So it's not just free software.
It's community-free software.
So people are first, and that's something
which we don't, basically, even when we are
going toize ourselves like this, we don't ever want
to go like the GoPro right away.
For us, it's very important that the software is not
first.
It won't ever be first.
Because people are my important.
So yeah.
So more like a friendly neighborhood or something, someone
say the ones and then, yeah.
This is mostly also because sometimes we get
mistaken for being a company or being backed by a company
because people apparently have a hard time realizing
or believing that something like GIMP can be done
without being a company.
So yeah, we found it important to stress that we
are a community project, and we value people over any
corporate processes or whatever you can think of.
OK, it was actually fast because now we are at the questions.
Oh, but I just wanted to point out that actually this year
marks the 30th anniversary of GIMP.
So this is will be coming up at the end of the year.
So we don't really have any ideas yet on how to
promote, present itself to the world.
But I think it's quite a feat to be relevant for more than
up to 30 years.
So I'm proud of that and I'm proud of being part of that
for quite a while now.
I actually ZIMON, because I'm only here in GIMP since 2012.
But ZIMON has been like one of the very early
contributors of GIMP, like before 2007, I think maybe
you're first 97, no?
97, 98, so is one of the very early GIMP developers.
More than a half of his life.
Speakers, and then we can have questions with plenty of time.
Yeah, for the roadmap, for the future, you were talking about XF
extended, if I'm not wrong.
What is men behind extended, XCF extended, no?
XF is a file format.
It's a whole file format.
Yeah, but so you mentioned for the future on extended version,
what do you mean behind?
Yeah, that's basically the like stuff, which a file format,
probably is not for one of the stuff, is for instance,
we want to be able to save much faster files.
Right now, for people who have just 100 layers or something like that,
can be okay, but some people have more and like very big files.
And then if it takes 20 seconds to save, it's annoying.
So we want to have something maybe a Google based,
which saved directly Google profiles.
So it could be an all-in-stand, this kind of stuff.
And also, someone of my, as you will see in the next talk,
one of our proud stuff is animation also.
And I want to file format also, which where we can load parts of the file
only, not everything, and because you cannot load a full animation in memory.
Right now, the XF is like one binary file, which you load all at once.
So it will not work for that well for like some very, very huge images,
and this kind of stuff.
And I like to add from a technical point of view,
XF is, is extensible.
It's also versioned, like we have been a few versioning creases
to be XF file format over the years.
And it's also documented in the developers section of our website.
So it's not some just gimp-only work, only format.
It's documented, it's probably what you call properties or tags in TIF.
Something similar like that.
It's not TIF.
But yeah, it also in theory, other applications could use it.
Could, for example, you could write or try to write a simple renderer
for like previewing it.
And yeah, it's going to be extensible.
It's going to be extended.
I think this was your question.
Did I get it right?
OK.
Actually, just about also project using it,
when all the stuff we want to do is moving the code of XF,
loading and saving out of gimp,
maybe basically have a library.
Lib XF for other projects, because that's very
common creation, like other people, they have to re-implement.
So it's all documented, but they still have to re-implement the format.
So basically, if we had a smaller library, which just does this,
any project which wants to load XF, we'll do it,
we'll do it basically perfectly.
OK, a quick question.
Gimp, for it's me.
I'm Alex Chopov.
Gimp, at least, hopefully, coming soon, soon, soon.
But from the viewpoint of a translator,
we need some sort of warning when the new testing release
or the new releases being cut.
So we can submit translations before the cut of date.
Is there a place to follow to see that?
I think you don't, maybe we must put the microphone closer to your mouse.
I'm not sure if I understood anything.
Sorry.
OK, let me try to, is it clear better now?
Do you hear me loud enough?
OK, from the viewpoint of a translator,
translating the gimp interface.
There are a lot of strings.
We need a way to be warned when the next release is coming.
So yes, so we can organize and prioritize the work
in order to be included in the next release.
Is there a place to follow a calendar published?
Well, there is a repository, GitLab.
We don't put exact date because we kind of walk with a flow.
But the next release will be very soon.
But I mean, the release candidate is probably a few days away.
The final one, hopefully, just a few weeks away,
unless we find big issues.
But then that's, we cannot give you exact dates.
And it will be tagged on GitLab, anyways.
So if you follow GitLab, when it's out, it will be,
it will be that we don't have more accurate information.
And if I understood you correctly, you are asking about that.
If certain changes to be interface are going to prioritize,
really?
So this is what we are going to give you x-project.
We, which was a slide for a barcode, was about.
We have someone called Dennis Rangelov, who is taking on
the role of weak user interface or user experience designer.
And he is collecting all the ideas which are going to shape
future interfaces of game.
And there's some prioritizing going on.
When you still have the problem or the fortune
of having volunteers working on them,
so you can't exactly determine them.
But we are trying to.
OK.
So I'm walking to another person I'll ask a question.
So if I understand correctly, with GIMP 2.8,
all the editing was being done in RGB color space.
And with GIMP 3 doesn't it's similar?
Just we'll have this layer for translating
to other color spaces.
This is that correct.
And if so, are you actually going to,
at some point, try to make GIMP work fully in one of the L spaces?
So like make it fully color managed?
OK.
Maybe it's maybe the speakers going on the other run
and these referable versions or something,
but I didn't understand.
I think it was about GIMP 2.8.
We only had SLGB.
And the question was, are we going to support a color management?
And I think we answered the answer to,
yeah, we are going, we are aiming for full color management.
We are aiming for support of larger color spaces.
I'm, unfortunately, I'm really not an expert in this.
There's other people who basically can explain this,
like, before we move behind it.
So I think we showed answer to your question.
Yes, we are going to do better color management
and working on color space support improvements.
Actually, for RGB, not as RGB, but only RGB.
We already basically support only RGB.
So like, you can have a profile and everything.
And for display, it may still be displayed
in eight people.
So the processing will still be higher,
but this display, depending on the place
because I think we have some place where you have to change
to have support when you have, you know,
like now there are 10 or 12 pixel
displays, but channel but pixel, yeah.
And after this, we want to have support also for,
because support for CMYK, so an image group, CMYK,
or even spot colors, or maybe lab color space.
And that's already, it's not too hard
to implement in game because it's thanks to Google
and that'll, which already has this support.
So we just have to add the part in the UI.
OK, I'm a long time, casually use sort of games
since I think from the beginning, like mid-90s,
whenever it was released.
And I was wondering about this non-destructive editing.
If I have lots of cable photographs, for example,
and I want to edit some of my digital photographs,
but I don't want to duplicate files.
Will there be, like, a format that can refer
to the file names of the original files,
and then it would save just like the commands that would be executed
to export the image.
Is there something like that being worked on?
I think the speakers go this way or something.
Do you understand the question?
No, if you want to work over, just get the question from the audience.
OK, can you repeat the question?
And without the microphone, OK, sorry.
So if I have a bunch of files, like a playback files,
and I want to, like, manage some colors or do some editing
with layers, and I want to save minimum of these
having the original files, so that the XCF file
would refer to the original files and then have some commands,
execute this, and then you get the final.
Is that what the non-destructive editing would be like,
or would I have to save the original data in the XXF file?
Yeah, yeah, yeah.
So yeah, non-destructive editing is.
So you will not pause a file, like if it's a GPEG,
or if it's not a GPEG or PNG, we say,
but that's so actual data in pixels, which
is a, but basically it's equivalent.
And yeah, you could have an effect several effects of it,
if you could never touch the file, and still have like 20 effects,
and you will still have the original, yeah.
So that's actually easy to show.
OK, we're running out of time, so we've got one more question
coming, and then you can take the demonstration of line,
if there's possible.
First of all, thank you for all the terrific work
you do on GPEG.
I really look forward to the new features that are outlight
in the first light.
I have some friends who are dying to know,
what is the GIMP stands on an outline shape, too?
In an easy way to draw shapes without lines,
and fill colors, and such.
Yeah, shapes, but just before like here,
point out the blur, and you can just remove the blur.
The data is still here.
So it doesn't touch the original pixel.
You can also edit the blur, like have more blur, less blur.
That's the original data is always there.
So that's yeah, the question, answer for.
Sorry.
And shapes, yeah, that's a part of the,
of the more non-descriptive terms, because of shapes.
Now we need vector layers, basically.
Shapes on a raster image, anything doing a square,
or circle, and that's it, and it's pixel,
and you cannot touch it, it's basically kind of crappy.
It's basically when people ask us,
they want to design shapes and everything,
we say, use in-scape.
When we have vector layers, very soon,
because it's already caught for this, which is walking.
So very soon after 3-0-0, we will have also
the ability to walk on a shape tool.
I think you wanted to say something.
I just wanted to also suggest that if you want to work
a lot with shapes and geometric objects,
it might not be the best tool for the drop.
Inkscape is great.
I love inkscape.
And have a look around if there are other tools,
which might be more fitting to your task, actually.
Obviously, shapes are important.
So we will have to look into that,
but it's not the topmost priority for us.
Thank you.
I got one final thing there.
We got outlines for a text now.
And so you can do all the memes you want with GIMP, finally.
OK, that's it.
I'm from Freight, so let's bring this speaker again.
Good luck.