If you are a script developer, you can upload your extensions in one of Bf-Extensions Trackers.
Here you find the scripts trackers:
- Contrib (Included in non release builds under 'Testing' addons section)
- Release (Included in releases)
Note: Blender Plugins are not supported anymore. Though, you can find the old plugins in the Bf-Extensions Trackers page.
To get your script tested and then accepted in Blender you have to follow this workflow:
- Upload your script …read all here.
- If ok the script goes in Contrib tracker, and in bf-extensions svn …read all here.
- If really ok it goes in the official Blender distribution …read all here.
Rules for SVN Committers
Here are generally accepted rules to follow for contributors. Please also read above links!
- Join bf-extensions-cvs and bf-python mailing lists. Subscription to bf-extensions-cvs is mandatory
- Create a wiki page, at least briefly documenting your addon, and a few picts showing it at work. Wiki page is mandatory to have your script in trunk/.
- It's acceptable to test other coders’ addons, and commit small fixes to their code (like e.g. typo, obvious bug fixes).
- Include a summery in the commit log for adding new scripts and link to the wiki page:
Example of a good commit message - http://markmail.org/message/flgr4pums6laqklv
- Commit code that is not GPL2+.
- Commit code you are not the author (unless of course you have the author’s authorization)!
- Move your addon from contrib to trunk! This will be done by an admin, once your code has been reviewed and got consensus.
- Commit changes to other coders’s addons (like e.g. adding/removing features, or changing behavior), unless you get the author’s permission.
- Commit binary files like .exe, .pyc, .pyd, dlls, etc.
- Add full log inside your code (subversion logs changes for you).
These are things that are not essential but preferred...
- Make your script pep8 compliant (for best practice see: best practice).
- Ask questions on #blenderpython IRC channel.