The helpers added in #367 are great, but they don't quite match up with
what's being done here. Maybe that's why I neglected to convert this
over to the new thing. Anywho, just use the closest newflangled match.
This means you can't add VisRegions to your GUI pages. You also can't
make an empty object be a panic link region. Those kinds of things just
don't make sense.
Our calculations try to fill the entire screen with the GUI objects. So,
really, what we want the GUI Camera scaling to do is allow the artist to
make the GUI smaller onscreen by pushing the camera away. This is a
*less than* 100% scaling.
This adds just enough plumbing to be able to export GUI popup notes
using the standard xDialogToggle.py. There are still a number of TODOs
and FIXMEs in the basic stuff, but the design is mostly solid. The idea
is that you'll create a GUI page for any objects that need to appear in
a GUI. The GUI does not require an explicit GUI camera, however. For
now, an automatic GUI camera will be made facing the largest object's -Z
axis.
Previously, this functionality was implemented in context-dependent operators. Considering that Korman is becoming increasingly complex and is now generating entirely new objects (potentially with modifiers) as part of its export process, it was becoming cumbersome to use those operators.
This fixes review comments left on #367 that were caused by missing
pretends-to-be-a semantics. `BMeshObject` is intended to provide
pass-through access to `bpy.types.Object`'s attributes.
Previously, the indentation level was hardcoded everywhere. This was
tedious before in that changing the log structure would require changing
many manual indentation values. Now that objects can be trivially
generated at export time, the export code might be much more nested that
before. So, it's better to let indentation be more implicit. This,
therefore, adds a context manager to increase the indentation using
`with` blocks. Manual indentation specification remains for
compatibility with Python 2.2 where required.
In a previous changeset, the Advanced Logic modifier was changed to
defer exporting logic until the very end of the export process. This
means that many nodes are designed with the assumption that all
non-logic PRP objects are fully exported by the time they are exported.
LogicWiz modifiers, however, violated this assumption by exporting
during the main export() phase.
So, this adds a new `pre_export()` phase for all modifiers that lets
them generate logic trees and even entirely new Plasma Objects safely.
Futher, old LogicWiz modifiers have been tweaked to not leak junked
objects if the export fails in the middle of those modifiers.
In user testing, the "Bake All" operator overwriting the "Col" layer was
blowing away too much manual shading, reducing the usefulness of the
feature severely. This changes us to using the "autocolor" layer and
making it a somewhat ephemeral coloring layer. Any "autocolor" layer
generated by the exporter should be removed when the export finishes.
Otherwise, it should persist.
You can now bake "finalized" lighting to either vertex colors or a
lightmap image. This can be done either from the toolbox or from the
individual lightmap modifier. The purpose of doing this is to allow the
artist to opt-into a workflow where they can chose when to incur the
performance penalty, instead of on export. The downside is that the
artist now has to manually click a bake button. But, for some Ages,
especially "finished" ones receiving small updates, there is no need to
rebake the lighting each export.
This is the beginning of a workflow loop to (hopefully) improve the
performance of exporting Ages with expensive lighting. This commit
allows you to generate the autocolor layer in the Korman UI and rename
it to `col` to prevent needless re-baking.
The commentary about PointerProps and update callbacks appears to be
incorrect. Maybe it was broken in a beta release of Blender 2.79? Works
fine in Blender 2.79b.
Inspired by Unreal Blueprint's drag link+create list functionality. I
realize Blender has a few operators that do different parts of this job,
but they don't provide this well-polished functionality.
This is like the Package Python operator in that the artist can now
export the loc data independent of the rest of the age. The difference
is that due to the extremely different loc formats from PotS+UAM to
MOUL, we can't easily allow the user to specify where the data will be
exported to. So, we only allow this operation in the context of a game.
Path of the Shell did not like my fancy metaprogramming tricks for
defining an AgeSDL Python class that contained characters that are
illegal in Python identifiers. So, now, we revert to just using a
standard class declaration.
That means that we need to strip out any illegal identifiers from the
age name first. A legal Python 2.x identifier is constrained to the
ASCII alphanumeric characters and the underscore with the stipulation
that the first character cannot be a number. To illustrate this to the
artist, we alert the age name property field if an illegal character is
found in the age name. We also alert on the underscore, which is now
used as a very very special replacement character. In the case of an
illegal character, an error message is shown in the UI with the correct
AgeSDL name.
Of course, I hope no one really uses those illegal characters and this
is just more fulmination on my part...
There are some cases where errors, while bad, are not the end of the
world. I'm thinking namely about compyling the age python. The age still
exports just fine, but the ancillary data is flawed. This new system
collects nonfatal errors until the export is done, then raises them all
at once.
Version 2 of the python file node is now backed by a `bpy.types.Text`
datablock in the case of a file whose attributes are updated from a
backing file.
Implements the boilerplate code for compiling Python code in arbitrary
python versions and packing the marshalled data into Cyan's Python.pak
format. Since this is a lot of bp, a separate operator has been added
to both test the resulting mayhem and provide age creators an easy way
to export only their needed Python.
The only python that is packed currently is the age sdl hook file, if
any. In order for that part to happen, Python File nodes need to be
upgraded from having a string path to actually using the new text_id
field.
Age output files are now handled in all aspects by a singleton manager.
This allows us to track all generated files and external dependency
files and ensure they are correctly copied over to the target game... Or
not, in the case of an age/prp export from the File > Export menu.
Currently only SFX files are handled as an external dependency. TODO are
python and SDL files.
Further, because we have an output file manager, we can bundle all the
files into a zip archive for releasing the age in one step. Wow such
amazing. ^_^
Plasma game installs are a per-user config item and should not be stored
in a blend file. Considering that we will be adding more per-user
configs, namely Python 2.[2|3|7] install directories, it seems like a
good move to go ahead and move the games over.
This operator takes a file as an argument and builds a cubemap from it.
Valid options are to supply the output from Plasma's
Graphics.Renderer.GrabCubeMap console command. The operator will find
the other five files and generate a cubemap with the faces saved by
Plasma. Otherwise, any arbitrary image can be supplied. If the filenames
do not fit the expected format, any missing faces will be replaced by
the face specified in the file selector. This will generally result in a
cubemap with six identical faces.
This provides the artist the ability to disable exporting layers that
would be DynamicCamMap (fast) in MOUL but DynamicEnvMap (slow) in PotS
in one fell swoop. Please note that disabling env map exporting will NOT
prevent waveset environment maps from exporting.