[Bf-committers] Bundled Scripts 2.49
theeth at yahoo.com
Sun May 3 16:41:24 CEST 2009
I think that kind of things (additional scripts, fonts, materials, textures, ...) would be a lot better as a separate additional download. This makes it easier to package, distribute and update, meaning we wouldn't have to wait for a Blender release to update scripts in the pack.
Although, if some (not a big number) scripts in that list are deemed generally useful and pass the quality checks, they could be added to the main release.
--- On Sat, 5/2/09, Campbell Barton <ideasman42 at gmail.com> wrote:
> From: Campbell Barton <ideasman42 at gmail.com>
> Subject: Re: [Bf-committers] Bundled Scripts 2.49
> To: "bf-blender developers" <bf-committers at blender.org>
> Received: Saturday, May 2, 2009, 9:11 AM
> Hey Brendon, good to see someone managing community scripts,
> Im ok to see some of these scripts included in 2.49 with
> An experienced blender user and scripter should read over
> the scripts
> and check for common pitfalls,
> * Scripts should never overwrite data by making assumptions
> about Mesh
> names (NMesh.PutRaw is very bad with this)
> * Scripts should always deal with data in the current
> scenes (I have
> memories of loosing work because some scripts didn't
> take the
> possibility of multiple scenes into account and modified
> from Object.Get())
> Code quality should be at least reasonable...
> * no try/excepts around large/complex functions
> * no python script errors for common use cases, rather give
> useful messages.
> Some of the scripts just from the names look useful but
> obscure, maybe
> we could include these in a "contrib" directory
> or not at all.
> At least one of the scripts in that list isnt needed
> anymore because
> its been added in C, so we need to double check these
> scripts are
> still valid.
> - How do we respond to bug reports with these scripts? (and
> who deals
> with them).
> - Do we drop our (high?) standards for scripts because will
> be the
> last release of 2.4x?
> ... when I started using blender I found the scripts in
> blender so
> unreliable that I ended up mostly used my own scripts (ack!
> sounds so arrogant but I'm not kidding, so many scripts
> would give
> error messages or hosing blenders internal state for dumb
> I think Matt remembers this too, if it had a Python icon
> I'd save
> before running.
> So I don't want to give users such a mixed experience
> that they end up
> not trusting scripts in general, its also bad for blenders
> if we
> include unreliable scripts.
> Officially LetterRip, Willian and myself are the gate
> keepers for
> scripts, Mingus should be added to this list too :)
> We could split the list up for review.
> Personally Im OK with this as long as there is some quality
> but we could just leave it for now,
> this is very close to release, maybe this can be
> separately, even on blenders download page for instance as
> an extra
> set of tools to be used with blender.
> - Campbell
> On Sat, May 2, 2009 at 3:44 AM, Brendon Murphy
> <meta.androcto1 at gmail.com> wrote:
> > Hi, I have prepared a large submission of scripts
> > this collection is the result of much work, over a
> couple of years.
> > Some scripts are older & nostalgic,
> > All provide either useful functions or provide solid
> examples of script
> > coding.
> > The request is to include all these scripts in Blender
> > The scripts have been well tested.
> > As the Api is changing soon, it would be great to
> include these scripts as
> > both a testament to what has been done & an
> encouragement for what will be
> > possible in the future.
> > Sincerely.
> > Brendon Murphy.
> > Wiki Scripts Catalog.
> > BF Extensions team.
> > Thanks.
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> Bf-committers mailing list
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