Parses and loads the PFM arguments into accessible properties, used
by numeric nodes for range, dropdown nodes for enums, etc.
Also moves PlasmaAttribDropDownListNode into its proper alphabetical
position.
Refraction Xform causes the camera movement to affect the resulting
output differently, leading to an envmap that seems to run around the
object in the opposite direction as you turn.
Reflection Xform keeps it much more steady, and also matches what
PlasmaMax outputs by default (they have a checkbox to use Refract mode).
This was not completely converted to the new ID Property scheme, it
appears. We have to use an intermediate string property so we can have
get/set callbacks. :(
This actually inspects the old style page_num property and will put the
objects into the correct page if the page has been created by the
artist. Fancy.
It appears that when the progress logger was broken up into separate
classes, the progress_end function was not properly split and some
threading functionality remained in the base class.
This moves convex hull generation from the file serialization stage to
the object export stage. No longer are we dependent on spotty library
support for proper convex hulls.
I have also added some poll helpers to the idprops module so every time
we use an ID Datablock Property, we won't have to reinvent the wheel. I
also noticed that PointerProperties have to be a direct descendent of
`bpy.types.ID` otherwise Blender crashes. This kind of makes sense and
is not a huge issue to have to work around.
This effectively bumps the minimum requirement to Blender 2.79.
Furthermore, any blendfiles saved with ID Datablock properties will
crash earlier versions of Blender. You have been warned...
After approximately 24 hours of writing, rewriting, and cursing Blender,
this appears to be the most flexible way of magically upgrading our old
string properties to ID Datablock properties. The general hacky-ness is
due to limitations in Blender's API.
Here's how it works... In your property group (node, modifier, etc) you
will need to implement the classmethod `_idprop_mapping`. This will map
new ID Datablock property attribute names to old string property
attribute names. Further, you will need to implement the
`_idprop_sources` method. This will map string property attribute names
to a collection to fetch the ID from. If you have specific filtering
rules to follow, they can be implemented here :).
To ensure code sanity, any attempts to access string properties that
have been marked as converted will now fail with an AttributeError.
Happy haxxoring!
The only major issue with the console based progress solution is that
the user would have to remember to press "Toggle System Console" before
the export. This button corresponds to the operator
`bpy.ops.wm.console_toggle`. Unfortunately, Blender does not expose a
way for us to query the console state. So, we have to get nasty and use
ctypes to ask the OS if the console window is active. The user may
already have it open and hidden behind Blender's UI, after all.
This changeset causes the console to open during the export (unless
disabled in the export operator). If the console was closed before the
export, it closes again once the export is finished, unless there is an
error. If the console was open, it remains open.
Unfortunately, this only works on Windows. But, according to the source
code of `bpy.ops.wm.console_toggle`, Blender's `ghost_toggleConsole`
only functions on the Win32 subsystem... SDL, X11, and Cocoa are all
no-ops. Future work would include a patch submitted to Blender adding an
enum property to the console operator to avoid this code duplication.
Now the progress display will recognize errors using the `__exit__`
magic method and print out an error header with the actual error
message. This is useful because when the mouse leaves the Blender
operator's report error, the error "window" is destroyed. This led to
potential silent failures.
For sanity, I stripped the progress manager into a subclass. From there,
I moved all of the progress printing into a thread so that we can accept
signals for step progress. If there is no step progress for a time, we
show the user a rolling set of ellipses to prove we're not dead (yet).