[Bf-committers] script links: enable/disable
Willian Padovani Germano
wgermano at ig.com.br
Thu Apr 28 18:48:05 CEST 2005
"Meeting Minutes April 25th 2005":
>*IanWill will code an enable/disable script links button,
>implementation details to be discussed on mailing list
Well, I want to add it, let's see if it gets approved : ). Details:
"OnLoad" script links can be disabled with the "-y" command line option.
State is saved in the global flags bitmask, G.f (relevant bit is called
G_SCENESCRIPT). This feature is useful both to fix scripts that hang
the program, edit "run&quit" demos and to start Blender safely, when
you're not confident about the .blend you're opening. But as Chris Want
pointed weeks ago, "FrameChanged" script links also run on startup (they
run on set_scene, so on all scene changes) and are not disabled by the
The only way to disable script links in Blender's UI is to remove them
one by one or at least leave their text fields empty. This is obviously
not adequate, even when automated by a script. A general "disable
script links" button (not "enable" because by default they've always
been "on") in the script buttons win would be a better solution.
And for that I'd like to:
- expand the "-y" flag to disable all script links, not only scene
- add a "disable" button in the script buttons win to turn on/off
G_SCENESCRIPT flag via UI;
- add a check for G.f & G_SCENESCRIPT before running any script link.
The check can either be added to the top of the script links execution
function or everywhere in Blender where it is called (to avoid the tiny
overhead of calling the function for each link set).
Coding changes are small and trivial. Ok to do it?
Note: when new .blend's are loaded, we can check if script links are
currently disabled. If so we turn them off in the new G.f, too.
Otherwise the value saved in the loaded .blend will tell if they are on
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