I took a quick look at this as requested by Georg, and it looks as though plugins are loaded after the StelScriptMgr is initialized, and so the plugins are not available to StelScriptMgr::addModules(). I changed some things around in the attached patch. Now StelApp::init() still creates the StelScriptMgr and the ScriptProxy, but the ScriptMgr gets initialized later at the end of the StelMainView just before the main loop is started and after the plugins are loaded.
This fix lets me call, for example, Satellites.setFlagHints(true) in the script console.
I took a quick look at this as requested by Georg, and it looks as though plugins are loaded after the StelScriptMgr is initialized, and so the plugins are not available to StelScriptMgr: :addModules( ). I changed some things around in the attached patch. Now StelApp::init() still creates the StelScriptMgr and the ScriptProxy, but the ScriptMgr gets initialized later at the end of the StelMainView just before the main loop is started and after the plugins are loaded. setFlagHints( true) in the script console.
This fix lets me call, for example, Satellites.