Next to the items I already plan to add into
irrEdit I'm just thinking about is adding the possibility to access mesh data via the
scripting interface. People would be able to write their own mesh or map exporters with this functionality, as script. And scripts have a very nice advantage over binary plugins: You don't have to update them with a new release, they simply work. That's also the reason why I don't support plugin .dlls in irrEdit currently: irrEdit now is in the beginning and its C++ interface changes a lot. To be honest: binary .dll plugins already work in irrEdit. But I didn't make them available for the public yet, and I would like to stay with this for some time. Lets first get the basics to work. So the question now is: Would people be interested in the possibility to write their own exporters as scripts? Or is the built in .irr and .dae exporting functionality enough already?
BTW: irrEdit 0.4 saved scenes might not work with irrlicht 1.1 currently, due to a change I did to the format, sorry. But the irrlicht version checked in the SVN works.
The trouble with scripting languages is that they don't scale particularly well to manipulating large volumes of data. Certainly I see significant speedups when porting export routines to native code. However, they're great for interactive experimentation, API exploration, and low-volume things. So it's good to have both.