Hi Julien, I've been doing some work on the node system in my branch(es), part of which is also related to "pynodes" [1]. There is at this time no feature comparable to 2.4x python script nodes, the changes are more fundamental than "simply" adding a node type for script links.
The core change i made is that node types, as well as tree and socket types, are defined as dynamically registered information structs, which can be done from C code as well as python scripts (hence "pynodes"). It works much in the same way as operator, menu and panel types are currently defined from python scripts. The idea is that this will allow external engines (e.g. renderers) to define nodes outside of the blender core code and add a few simple python script addons to make them available in the editor, instead of having to modify the DNA files and other core stuff. Note that this is not directly tied to a particular "execution" system, such as a renderer (be it BI or Cycles), the compositor or *cough* texture nodes. In order to get this functionality there will need to be an extended node base class that supports the execution mechanism, so python scripts can implement the appropriate function. However, i'm currently busy working on particle nodes [2] (which are also based on the pynodes branch), so i won't implement this any time soon. Beside that there is lots of other things todo before this code is anywhere near trunk ready, currently all previous node types are disabled even! If somebody would want to continue working on this code i'd be glad to give advice and any help i can :) Cheers, Lukas [1] https://www.gitorious.org/~lukastoenne/blenderprojects/blender-pynodes [2] https://www.gitorious.org/blender-paged-particles/new_particles _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers