ac98661542
Don't make dupe output sockets
2015-07-16 19:17:14 -04:00
bfcebe8d97
Spawn new message input sockets
2015-07-16 18:53:51 -04:00
9552e86584
Merge remote-tracking branch 'hoikas/waveset7'
2015-07-16 17:33:15 -04:00
4341159fe3
Expose wavesets to PFMs
2015-07-16 17:31:54 -04:00
5baca5c493
WaveSet environment maps
2015-07-16 17:31:52 -04:00
73390e523f
Initial bits of waveset7 support
...
NOTE: this current exports a waveset, but it is impoperly colored. We
still need to export the environment map.
2015-07-16 17:31:01 -04:00
11a653f9b0
Abstract away some NodeSocket bookkeeping
...
Also, this fixes a bug with auto-expanding input sockets. It turns out
Blender was renaming them behind the scenes. We now ensure that we ignore
this renaming -- fixes many potential gotchas.
2015-07-15 14:16:21 -04:00
c32e1e6e45
Don't use the name of a temp object in an error
2015-07-14 23:39:13 -04:00
ae3d55f4cb
Merge remote-tracking branch 'hoikas/pynodes'
2015-07-14 23:38:07 -04:00
345ac83c18
Only allow python refreshing if the file exists
2015-07-14 23:37:27 -04:00
6dcab85c1d
Allow Advanced Logic to reference specific Nodes
...
This allows us to ensure that a given NodeTree is only ever exported once.
A node reference acts as a way to attach a plMultiModifier to a
plSceneObject without using those terms. Things will work just fine if the
node reference isn't used, so as long as the entire tree is only used
once.
Future work: ensuring the whole logic tree is only ever exported once.
2015-07-14 23:02:12 -04:00
da254af886
More improper linkage protection
2015-07-14 21:53:38 -04:00
8e71703e3c
Fix linking activators to PFMs
...
... And finally relent on exposing the keys of region sensors. Oh boy, the
fallout from this change will be fun to contain :/
2015-07-14 21:32:46 -04:00
0b4ddd2bc0
PFM exporting
...
Hopefully this isn't too holey
2015-07-14 20:59:06 -04:00
4ebd70d824
Begin work on PythonFileMod nodes
...
This has some simple attribute nodes for example purposes. Unfortunately,
this is so far UI only. More node types need to be added, then we can
begin working on exporting.
2015-07-14 16:23:23 -04:00
a583540446
The node tree is not a cheap whore
...
No need to pass it around like one. Just grab your own copy of it from
`Node.id_data`... Why is this not documented more clearly?
2015-07-14 13:41:02 -04:00
f4593c8c30
Plasma attribute parsing script
2015-07-13 17:07:05 -04:00
4eaf2f5acc
Fix bug with exporting objects with mesh modifiers
2015-07-13 13:31:08 -04:00
17714b9d2a
Implement "OneShot" logic mods
...
ResponderCommands can now reenable clickables by making a connection. This
will only work for the client who clicked on the clickable however. It's
still a useful feature regardless.
Also fixes some bugs when adding commands onto a command with no wait of
its own that waited on another command.
2015-07-12 21:06:30 -04:00
2898e269e8
EnableMsg logic node
2015-07-12 19:31:10 -04:00
6cabd9bb64
Replace _finalize_message in ResponderCommandNode
...
It was silly, and this is Python. Function calls are our enemy, after
all...
2015-07-12 18:39:17 -04:00
9cdc5c5eb4
Fix modifier registration
2015-07-12 18:39:00 -04:00
7121b176dc
That's silly
2015-07-12 18:33:33 -04:00
3afb4198e4
Ensure modifiers are sorted by their name
2015-07-12 18:16:33 -04:00
46dea1cc73
Implement a node for plTimerCallbackMsg
...
This one is really simple. It just delays the execution of linked
responder commands. Useful.
2015-07-12 18:04:15 -04:00
6f5681b444
Remove redundant code from footstep sound node
2015-07-12 17:44:28 -04:00
2b8c16da1b
Add an animation group modifier
...
Now, an object can be a "master" animation object controlling many
animated objects when you address it with the Animation Command logic
node.
This also includes a fix for a bug that would potentially break an
animation if it were addressed by an Animation Command node.
2015-07-11 23:28:06 -04:00
953012de38
Fix a race condition in ExportManager.add_object
...
Bad things would happen if you tried to access a modifier before its
owning SceneObject was created... Whoops!
2015-07-11 23:23:09 -04:00
ca47e8569a
Fix clickables warping to origin in PotS
v0.01
2015-07-11 01:36:10 -04:00
4687fa3cda
Don't poop on the user's selected UV Texture
2015-07-11 01:12:27 -04:00
a3716a8c35
Fix CoordinateInterface race conditions
...
To ensure that there are really, really, REALLY no race conditions related
to coordinate interfaces, we now run through all modifiers before we
export and ask them if they need to make Coordinate Interfaces. I was
hearing some comments about clickables warping around. This sounds like
physical coordinate issues to me...
2015-07-11 00:25:42 -04:00
ca470a3e12
Fix traceback with shared DCMs
2015-07-10 22:59:19 -04:00
060bc5e7e9
Merge branch 'master' of https://github.com/H-uru/korman
2015-07-10 22:44:24 -04:00
b255902b9e
Only apply mass = 1 to animated physicals
2015-07-10 22:44:02 -04:00
19b24d36f5
Basic README
2015-07-10 21:59:24 -04:00
530d5efe74
Fix some potential tracebacks in the Logic Nodes
2015-07-10 21:38:11 -04:00
9a620fb2db
Physicals shouldn't have a mass of 0
2015-07-10 17:20:05 -04:00
ca4a7d63f9
Responder commands can only send one message
2015-07-10 16:05:21 -04:00
a99728c241
Allow configuration of environment map colors
2015-07-09 22:25:16 -04:00
52c122696d
Merge remote-tracking branch 'hoikas/logic-nodes'
2015-07-09 22:11:08 -04:00
425ff808dc
Ensure clickables have a CoordinateInterface
2015-07-09 22:03:40 -04:00
5d33ca7abb
Make the Advanced Logic modifier smarter
...
You can now attach many node trees to this modifier and specify which
versions of the game they should export for. Handy!
2015-07-09 21:44:05 -04:00
27dbb23fa9
Tweak some of the variable input stuff
2015-07-09 21:04:19 -04:00
54e324e360
More work on Responder callbacks...
2015-07-09 20:57:07 -04:00
e02a063ad7
Simple AnimCmdMsg
...
NOTE: AnimCmdMsg does not support callbacks ATM. I'm still annoyed with
the callback generation code and am looking for "better ways(TM)" to do
it
2015-07-09 20:53:02 -04:00
10bdf645b9
Ensure all responder states are converted
2015-07-09 18:59:49 -04:00
f0748b690d
Implement OneShot logic nodes
...
This is somewhat simplified in that we classify OneShots as a message. It
just seems easier that way.
2015-07-09 18:57:36 -04:00
cf4d4c2c82
Fix issues with env maps and opacity
2015-07-09 14:43:44 -04:00
85ac142aa8
Fix typo
2015-07-08 21:40:53 -04:00
cf52eb8bf6
Use the actual action start for ATCAnims
...
Perhaps we should inspect the keyframes and use their range instead?
2015-07-08 20:51:27 -04:00