…future thinking 2.6 then stable until 3.0!
ok,
i’ve been thinking about this for a while.
I don’t like the current dev system of patches.
I know it works. it’s useful. it’s needed. it makes things work!
so i’m not saying get rid of it.
maybe change a few things…
the current situation:
From an User Perspective,
As I see it, (really basic)
Patches are chunks of code that replace or add to Blender code, for adding new features.
You can only use patches if:
>you are committed enough to download from graphicall a “Patched Build”
>you are building Blender yourself.
Or you won’t get to try them out.
Plugins are either Python Scripts (I am only partly talking about them here),
or Textures/Sequencer most are precompiled code, (I presume C/C++ code).
so it’s plug in & most times they work…
*note I am not a Blender Dev.
What i would like to see is:
The current system be replaced by a 2 tiered/level system.
Highest level:
Writing Patches for Blender!
If you are a known, approved or requested developer,
you can write patches to Blender with the team.
Currently if you have a patch that requires approval from the Blender Team,
but this may be rejected.
Sorry if you put in a lot of work, but it does not fit into Blender’s design/code/well enough.
I know that sounds harsh, but there were no promises & you can run a branch because your feature is still cool, but it clashed.
Ouch, says the prospective dev, running away in frustration.
(or they put their cool stuff on graphicall for those that know.)
That brings me to proposed Second Level.
Using the Python/Plugin Api, (yet to be written?)
Instead of dev’s writing then submitting patches;
Why can’t they just write a plugin like other programs?
If the plugin is especially cool or useful, it can be released with or integrated into Blender.
If not, it can be cataloged & made available to the general public via Blender.org or the Blenderwiki.
That way:
Potential devs can write cool plugins for everyone to use.
not just sequence & texture, but the full spectrum.
This requires a big change.
In both the way Blender handles plugins, (the api would have to be extended?)
and the way devs handle potential devs/development.
In closing…
The benefits are huge.
For the Average user, who will on occasion, want something more out of Blender.
Bonus, just install your favorite plugin.
For Blender Devs, well, it would be good for them too.
For potential Devs, compile your patch as a plugin where possible.
Then you can submit you plugin, if there’s a problem it’s ok.
You still have your plugin, it still works & I’ll be using it.
I hope that was understandable…:eek: