Hi,<br><br>with Ctrl+U user can change the defaults.<br><br><div class="gmail_quote">On Jan 12, 2008 5:22 PM, Charlie C <<a href="mailto:snailrose@bresnan.net">snailrose@bresnan.net</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
I added a default search path for windows (.blender/../plugins). Now it should<br>work right out of the box, unless thats not always the default location. For<br>Linux builds, I'm unsure where to set the search path. Is the plugin folder
<br>always in .blender/plugins?<br><br>Anyway, once a default path is setup for all platforms. It will scan the paths<br>on startup and build a menu of available plugins without having to specify a<br>location. (Ketsji always being the default)
<br><div><div></div><div class="Wj3C7c"><br><br>Shaul Kedem wrote:<br>> I am all for configurability; I think you are right and it should be a<br>> user pref. would it be possible in the stable build to put a constant
<br>> path relating to the installation directory and scan it before blender<br>> goes up for the first time (or even as part of the build) in order to<br>> have a stable plug-ins for the GE delivered with blender?
<br>><br>> On Jan 10, 2008 9:05 AM, Charlie C <<a href="mailto:snailrose@bresnan.net">snailrose@bresnan.net</a>> wrote:<br>>> It is currently set up by selecting a default plugin<br>>> directory in the user prefs. You would open the plugin
<br>>> space type and click 'Update menus', this will scan the<br>>> plugin directory for valid plugins, and add it to the blender<br>>> menu. You would then click on the wanted item to bring up the
<br>>> plugin GUI (same manor as python).<br>>><br>>> I never thought of a GE preference panel, It may be less<br>>> bulky than a space type. If everyone wanted to take that<br>>> path? Though the space type allows you to extend in any
<br>>> field not just game plugins (only limited by the API).<br>>><br>>> Charlie<br>>><br>>><br>>> jonathan ferguson wrote:<br>>>> On Jan 9, 2008, at 11:48 PM, Charlie C wrote:
<br>>>><br>>>>> I have managed to get Ketsji running external to blender, and am<br>>>>> working<br>>>>> on plugging it in to the space type. Though this may not be the<br>>>>> answer.
<br>>>>> From a user standpoint It's kind of a annoying to load the plugin<br>>>>> every<br>>>>> time you create a new file. It could be loaded automatically when you<br>>>>> press (p), but how would you specify other plugins?
<br>>>> Cool! Thanks for working on the game plugin(s)!<br>>>><br>>>> For the users, I suggest a Game Engine preference panel with<br>>>> something like the following:<br>>>> 1. A menu of known GE plugins (CrystalSpace, OGRE3D, Ketsji, etc…)
<br>>>> 2. A "browse…" button to manually find new GE plugins (Possibly along<br>>>> with an editable filename location field?)<br>>>><br>>>> This data would then need to be saved into the default .blend. Also,
<br>>>> presumably, the startup sequence for blender will have to test for<br>>>> the existence, and compatibility, of said plug-ins.<br>>>><br>>>> I suggest a Game Engine preference panel, because the panel will
<br>>>> probably need to be populated by the different plugins, once loaded,<br>>>> and change based on the currently selected (loaded) plugin. Startup<br>>>> flags for the various GE's and such could then be specified from
<br>>>> within blender using a consistent place in blender for all of the GE<br>>>> startup (and other?) options.<br>>>><br>>>> In any case, Thanks!<br>>>><br>>>> have a
day.yad<br>>>> jdpf<br>>>><br>>>> _______________________________________________<br>>>> Bf-committers mailing list<br>>>> <a href="mailto:Bf-committers@blender.org">Bf-committers@blender.org
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<br>MSc. Student of Algorithms and Computation,<br>Engineering Science Department, University of Tehran