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As I was looking through the sample code today I was reminded of a curious function -- enableNewWorldScripting
What is this new world? and why would we want to enable/disable it, rather than it just always being available? Will documentation be added to the 'Premiere Scripting Guide' any time soon?
Adobe is replacing the ExtendScript engine with a modern JavaScript engine.
First step = configure the new engine to, when called upon, behave exactly like the old one. That's NewWorld.
In 13.0.x and in our forthcoming release, NewWorld is and will continue to be 'opt in'. We've already fixed the issues reported by our panel partners; in releases later this year, NewWorld will likely become 'opt out'.
Any partners wishing to participate in our pre-release programs, please contact me directly.
Sinc
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Adobe is replacing the ExtendScript engine with a modern JavaScript engine.
First step = configure the new engine to, when called upon, behave exactly like the old one. That's NewWorld.
In 13.0.x and in our forthcoming release, NewWorld is and will continue to be 'opt in'. We've already fixed the issues reported by our panel partners; in releases later this year, NewWorld will likely become 'opt out'.
Any partners wishing to participate in our pre-release programs, please contact me directly.
Since the goal is to minimize imposing code changes on external developers, hopefully there's not much to document.
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Hi, I really like the idea to make a soft move towards UXP without breaking the CEP functionality.
Two questions here:
Thanks.
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Will it replace the JSX evalScript() calls and make scripting directly accesible in JS context.
No, not today. First step of implementation = make sure everything runs as it did.
Why is the way to enable NewWorld via using enableQE (instead of any other JSX "standard" method).
Because we have not yet moved to JavaScript, for scripting. We're enabling the new interpretation mechanism, of existing scripting.
You understand correctly where we're headed; we're not there yet.
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