[Bf-taskforce25] Drop Scriptlinks?

joe joeedh at gmail.com
Wed Jul 22 05:08:38 CEST 2009


I agree as well.  I've always felt scriptlinks were more of a hack
then anything else.

Joe

On Tue, Jul 21, 2009 at 8:06 PM, Martin Poirier<theeth at yahoo.com> wrote:
>
>
>
> --- On Tue, 7/21/09, Matt Ebb <matt at mke3.net> wrote:
>
>> From: Matt Ebb <matt at mke3.net>
>> Subject: Re: [Bf-taskforce25] Drop Scriptlinks?
>> To: "The Blender 2.5 TaskForce" <bf-taskforce25 at blender.org>
>> Received: Tuesday, July 21, 2009, 7:22 PM
>> On Wed, Jul 22, 2009 at 9:08 AM,
>> Campbell Barton<ideasman42 at gmail.com>
>> wrote:
>> > I even wrote scriptlinks a while back that I thought
>> would be useful
>> > but never ended up using them because enabling them
>> was such a hassle.
>> > managing multiple scriptlinks on an object is
>> especially tedious.
>>
>> Yep, scriptlinks are quite crappy. Agreed there.
>>
>> > We have discussed before, but python intergration
>> could work more like this....
>> > * Define an object/material etc.. as type "X" -
>> Renderman /
>> > CrystalSpace / Luxrender / Povray /....
>> > * On startup scripts can register themselves as
>> callbacks to events on
>> > type "X", (Render, Draw, FrameChange etc) similar to
>> how menus/panels
>> > and operators are registered.
>>
>> Well, if scripts can register as listeners, they can just
>> listen in to
>> whatever notifications are sent by the rest of Blender, and
>> act
>> accordingly.
>
> Right, listeners are basically generalized scriptlinks. Scriptlinks as they are in 2.4x should disappear.
>
> Martin
>
>
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