[Bf-committers] Add-Ons & Primitive Objects.

Campbell Barton ideasman42 at gmail.com
Sun Jun 6 17:29:54 CEST 2010

I'd suggest we just remove this from addons, adding and removing based
on releases is a cheap trick and doesn't encourage finding good long
term solutions.

However Id like to be clear that addons can do such things if its
important to their operation.
An example is if you write a city generator that takes 10min+ to
calculate, this seems reasonable to be able to store the settings used
to re-run.

The main problem in my opinion is that this is defining a different
work-flow that we would not accept in blender's internal code.
While convenient, its something we should consider a good longer term solution.

If for instance someone managed to abuse draw callbacks to temporarily
set theme colors to enabled per object wire color, we wouldn't accept
that even though it can be useful at times because this is something
intentionally not supported in blender.

On Sun, Jun 6, 2010 at 1:30 PM, Brendon Murphy <meta.androcto1 at gmail.com> wrote:
>> Message: 9
>> Date: Sun, 6 Jun 2010 15:29:48 +1000
>> From: Matt Ebb <matt at mke3.net>
>> Subject: Re: [Bf-committers] Bf-committers Digest, Vol 71, Issue 16
>> To: bf-blender developers <bf-committers at blender.org>
>> Message-ID: <37B22170-4B21-4616-A6BD-D0BA2A085A60 at mke3.net>
>> Content-Type: text/plain;       charset=us-ascii
>> On 06/06/2010, at 14:59 , Brendon Murphy wrote:
>> >  suggest
>> > removing this functionality even for the add-ons.
>> >
>> > +Matt_e agreed with Brecht
>> > +Ideasman agreed with Brecht, with possible exceptions.
>> >
>> >> Brendon's Reply:
>> > I disagree with removing this useful feature.
>> > It is very useful to simply type the name of an object in the Tool Shelf
>> > search to re-call it's menu.
>> > Especially when dealing with more complex object types.
>> > All Add_Mesh scripts use the re-call function as a requirement.
>> Being useful is not the only criteria for something going into Blender's
>> SVN. If we committed every 'useful' patch that was contributed, Blender
>> would be in a terrible mess. Functionality must also be coded well, not use
>> hidden hacks that contradict its internal design, and should also fit
>> properly into Blender's user interface/interaction design, at least. This
>> re-call feature doesn't fit with this.
>> Python in Blender 2.5 is powerful, and allows people to create all kinds of
>> hacks for their own use - this is fine, and people are free to use and
>> distribute these by themselves at their own leisure/risk. But there's a big
>> difference between this, and presenting these hacks as part of Blender
>> itself as the addons are. If these are to be packaged with Blender, they
>> must be part of Blender and abide by its same requirements, it's not a
>> separate playground where anything goes.
>> Matt
> hi Matt,
> addons are not a playground.
> A compromise would be:
> I'll remove the function for Blenders release.
> Then put it back after.
> or I can put the recall script in Contrib, the add_mesh scripts can keep
> it's code & if people need it they can still use it.
> I don't understand the negativity surrounding this.
> If it really is such a big deal, I'll git rid of it permanently.
> Thanks.
> Brendon
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- Campbell

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