Category Archives: Plugins

New Plugin Packaging for the SDK 3.0

This is a small feature but for plugin developers it may make a huge difference in work-flow. In the plugin system up to version 2.1 (everything we've shipped through X-Plane 11.05) plugins are packed like this: my_plugin/ my_plugin/64/mac.xpl my_plugin/64/win.xp This … Continue reading

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Posted in Development, Plugins | 10 Comments

XPlane2Blender v3.4.0-beta.5 arrives

Download here: https://github.com/der-On/XPlane2Blender/releases/tag/v3.4.0-beta.5 Change Log New Features Build Version Numbers XPlane2Blender's new version number system will allow us to debug .blend and .obj file even faster. It should also make making updates to the data model easier to implement. Every … Continue reading

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Posted in Development, Plugins | 1 Comment

Plugin Compatibility and New XPLM 3.0 Features

Tyler posted about some of the new features coming to the X-Plane SDK version 3.0 API (available with 11.10 once we find the last bug and move it somewhere else). Here's how compatibility works for the windowing system. First, since … Continue reading

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Posted in Development, Plugins | 8 Comments

Two “Gotchas” Developing Plugins

These both come from third party developers - one I was aware of and one was completely new to me. The Debug Heap Is Slow Veteran Windows C++ developers know this, but if you don't spend a lot of time … Continue reading

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Posted in Development, Plugins | 9 Comments

New SDK Features Coming in X-Plane 11.10

The upcoming X-Plane 11.10 release (and before you ask, we'll let you know as soon as we have an ETA! ūüôā ) will include Version 3.0 of the X-Plane SDK (XPLM). NB: The code samples linked below will¬†not work yet‚ÄĒin … Continue reading

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Posted in Plugins | 27 Comments

XPlane2Blender v3.4.0-beta1 is out!

XPlane2Blender v3.4.0-beta1 is out! The next version of XPlane2Blender is right around the corner, come test it! Highlights of this release are Optimized Animations, Increased Usability, and X-Plane 11 OBJ8 features (mainly Blend Glass mode and Normal Metalness). Read more … Continue reading

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Posted in Aircraft & Modeling, Development, Modeling, Plugins | 9 Comments

In the Long Term, Plugins Shouldn’t Draw In 3-D Directly

Plugins can use OpenGL to draw directly inside X-Plane; this capability is¬†almost fifteen years old and goes back to X-Plane 6. Plugin drawing typically falls into four categories: Drawing user interface (floating windows, HUD-like UI,¬†map details, etc.). Drawing custom panel … Continue reading

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Posted in Development, Plugins | 49 Comments

Mac Issues: SASL Crashes and Red Lines

I have two updates on Mac-specific bugs. Windows users,¬†now is a good time to go get another cup of coffee.¬†Update:¬†it looks like neither of these¬†bugs can be fixed or bypassed within X-Plane, so they¬†could be with us for a while. … Continue reading

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Posted in News, Plugins | 21 Comments

Update: X-Plane 10.32r1 Steam Edition and Gizmo Do Get Along Now

There is a bug in 10.32r1 Steam Edition - some kind of interaction between Steam and Gizmo causes Gizmo to crash. Since Gizmo is loaded on startup, this means users of popular add-ons like Skymaxx Pro can't fly. We are¬†working … Continue reading

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Posted in News, Plugins | 18 Comments

Mac Plugin Developers – You Should Be Using Native Paths!

TL;DR version:¬†if your plugin runs on OS X, you¬†you should be setting the capability "XPLM_USE_NATIVE_PATHS" to 1,¬†like this: XPLMEnableFeature("XPLM_USE_NATIVE_PATHS",1); This sets your plugin to use Posix-style file paths on OS X. I am going through X-Plane looking for¬†APIs that Apple … Continue reading

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Posted in Development, Plugins | 5 Comments