You are suggesting to fork the documentation just to add a commenting system and expecting people to work on it?
On top of that expecting people to learn svn which is likely the biggest obstacle of all?
The forum is as dead as it could get. A fork with comments won’t help.
I am not learning svn just to write a few words.
The git migration task has been abandoned for one and half years.
Blender itself already migrate to git and there is a github mirror to it. They could have done the same for the documentation repo but didn’t. Which should be pretty telling the bf’s priority on the user manual.
Just look at godot’s documentation on github: https://github.com/godotengine/godot-docs/issues
The “Edit page” at the botton of every documentation leads to the corresponding raw file in the repo but you can’t edit anything at all. Flyby changes? Forget about it.
In so far I do not see the foundation having much interest in improving the documentation infrastructure.
Well guess what bf does use mediawiki, but not for user documentation.
My point is Blender needs to have official user tutorials and documentations with certain quality control, be it user generated or from the studio guys. I don’t get where this notion of volunteer maintained documentation comes from. Every other DCC has official documentations either in Video form or Text, which are maintained by the development team.
A Documentation with detailed explanation of each of the components. (Micro view)
Task driven tutorials that utilizing said components to complete a goal (Macro view)
Affinity suite host their own video tutorials: https://affinity.serif.com/en-us/learn/
User tutorials: https://substance3d.adobe.com/tutorials/courses/Getting-Started-with-Substance-3D-Painter-2021/youtube-_j27AS0VQOw
Tutorials https://www.blender.org/support/tutorials/ A barren wasteland of a tutorial collection
Just copy pasting tooltips. This is obivous and the documentation does not offer any more than what you can see in the gui itself. https://docs.blender.org/manual/en/latest/physics/particles/texture_influence.html
Blender sculpt brushes. With ToDo that are never done. https://docs.blender.org/manual/en/latest/sculpt_paint/brush/brush.html
Compare that to Zbrush http://docs.pixologic.com/user-guide/3d-modeling/sculpting/sculpting-brushes/
Hot linking external sites, with 2.79, but it demonstrate the constrain’s functionality well. https://docs.blender.org/manual/en/latest/animation/constraints/tracking/clamp_to.html
Despite the wall of texture explaining every options,
In here you will not find active texture node means, or that to bake a texture to an image you need to add a texture node to the material and make a new texture and selected it and not connect it to anything and then hit bake and that the texture goes to the newly made texture. Nor is there any steps on how to project a high poly texture onto low poly model which is a common workflow for game asset creation. Walls of text, but nothing useful to the end user who doesn’t already know baking in blender.
You can have volunteer updating the documentation in piece meal faction, but the foundation is weak. Most of the documentation lacks usage example and illustrations. There is no concrete example on how to integrate blender into your workflow.
There is no leadership, no direction. The developers have grown complacent with all the user generated content. And us all are expected to pick up the pieces.
Maybe they can learn a thing or two from godot. https://www.youtube.com/watch?v=eBQSkGdG8zA