[Soc-2017-dev] vertex paint project - ply exporter
Bastien Montagne
montagne29 at wanadoo.fr
Mon Jul 10 15:18:02 CEST 2017
Not so sure it’s good idea to work on addons in GSoC context? But if we
want that, then we should definitively create own gsoc branches in addon
repo when needed…
However for own work (e.g. asset engines), I choose a different
approach, which is cleaner and simpler to handle imho - put what should
ultimately become an addon into release/scripts/startup. That way
everything remains in same single branch of single repo, much much
easier to handle and test. Further, ops defined that way are always
enabled, and moving the code back into regular addon when merging into
master is trivial work.
If modifying existing addons, better to add own custom prefix to
registered classes names!
Le 10/07/2017 à 13:40, Howard Trickey a écrit :
> Hey Darshan and other mentors:
>
> Darhsan, your last commit comment said that it committed changes to
> the ply exporter, but it did not. I think you may have been making the
> changes in the copy of the exporter that is in your bin directory. Or
> maybe in the release directory of blender, and then it gets copied
> into your bin when you make install (?)
>
> The actualy real place the exporters is stored is the separate git
> repository blender-addons that is a subproject of blender. I think
> stuff from there overwrites your release directory when/if you do git
> submodule foreach git pull origin master.
>
> Other mentors:
> what is the proper procedure to follow for a gsoc project that wants
> to change something in addons? Should a branch of addons be made to go
> along with soc-2017-vertex_paint?
>
>
>
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