jb
36a3750372
Only one underscode in make_physical_movable (ack !)
8 years ago
jb
ce2d393099
Move make_physical_movable and make it private
8 years ago
Adam Johnson
1dfaace9b1
Don't arseplode if lightmaps are not baked
8 years ago
jb
f895348b21
Move physics handling code outside of post_export
8 years ago
Joseph Davies
0aaf048468
Add plDistOpacityMod and plFadeOpacityMod.
8 years ago
Adam Johnson
deb80dfd17
Add render layer selection to lightmap modifier
8 years ago
jb
e15eccfac5
Move animated physical code into anim post_export + remove a useless test
9 years ago
Adam Johnson
3c28951b6e
Put FollowMod in the correct order
9 years ago
Adam Johnson
c57407573a
Implement VisRegions
9 years ago
Adam Johnson
7d7af297e4
SoftVolume Modifier
...
This introduces a basic soft volume interface to Korman. It currently
allows you to define simple convex "soft" regions and somewhat complex
soft regions using the soft volume modifier.
9 years ago
Adam Johnson
5ce618bf4b
Don't crash if an animation has no FCurves
9 years ago
Adam Johnson
f9d025ff5a
Fix typo in waveset wind schtuff
9 years ago
Joseph Davies
88f17ef654
Add plFollowMod.
9 years ago
Adam Johnson
d1e51562e9
Fix troll error message
9 years ago
Adam Johnson
644b22ecfd
Toss modifier display names
...
These would be copied along with entire objects, potentially resulting in
duplicate key names. Better to just toss the whole thing...
9 years ago
Adam Johnson
9543dc6c12
Implement exclude region nodes
9 years ago
Joseph Davies
788dc2fe9c
Add ViewFaceMods.
...
The ViewFaceMod is presented as a Swivel component, with artist-ready
presets for the typical Sprite and Billboard, as well as an advanced
'Custom' option which exposes additional features.
9 years ago
Adam Johnson
8113be8da6
Remove utils.vector3
...
It's better use the built-in tuple unpacking
9 years ago
Adam Johnson
5baca5c493
WaveSet environment maps
9 years ago
Adam Johnson
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.
9 years ago
Adam Johnson
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.
9 years ago
Adam Johnson
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?
9 years ago
Adam Johnson
9cdc5c5eb4
Fix modifier registration
9 years ago
Adam Johnson
7121b176dc
That's silly
9 years ago
Adam Johnson
3afb4198e4
Ensure modifiers are sorted by their name
9 years ago
Adam Johnson
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.
9 years ago
Adam Johnson
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...
9 years ago
Adam Johnson
b255902b9e
Only apply mass = 1 to animated physicals
9 years ago
Adam Johnson
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!
9 years ago
Adam Johnson
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
9 years ago
Adam Johnson
85ac142aa8
Fix typo
9 years ago
Adam Johnson
cf52eb8bf6
Use the actual action start for ATCAnims
...
Perhaps we should inspect the keyframes and use their range instead?
9 years ago
Adam Johnson
094c784dd2
Add last-chance export pass
...
This allows us to inspect our objects just before we blast them out,
preventing race conditions. Implement physical animations as an example.
9 years ago
Adam Johnson
690bd70360
Add modifier dependencies
...
These are hints that will auto-enable certain modifiers. It makes no sense
to have an Animation Loop modifier with no Animation modifier...
9 years ago
Adam Johnson
4a8e0722f9
Implement scale animation controllers
9 years ago
Adam Johnson
5b5577f6f5
Implement rudimentary object animation
9 years ago
Adam Johnson
515c4f6b44
Use collision bounds in PanicLinkRegion modifier
9 years ago
Adam Johnson
1fe28cbd96
Use "requires_actor" in logic nodes as well
9 years ago
Adam Johnson
1cf0f92a26
Change default bounds type to Convex Hull
9 years ago
Adam Johnson
0dc78b6585
Implement a SittingBehavior modifier
9 years ago
Adam Johnson
32df8002cc
Fix non-avatar-blocking colliders
9 years ago
Adam Johnson
ad0c8cee27
Unify physical exporting steps
9 years ago
Joseph Davies
73886e92da
Add Maintainer's Marker mod.
9 years ago
Adam Johnson
cce4533a25
Fix sharp lightmap edges
...
See this thread for more information:
http://forum.guildofwriters.org/viewtopic.php?f=7&t=6088
9 years ago
Adam Johnson
9626b22409
Allow user to specify a light group for light maps
9 years ago
Adam Johnson
54259c455f
Register Plasma Modifiers in a more orthodox way..
9 years ago
Adam Johnson
89dd050110
Add "Advanced Logic" Modifier
...
This modifier allows us to manually construct a Plasma logic node tree and
have it export.
9 years ago
Adam Johnson
1b5b229a33
Export Region Sensors
9 years ago
Adam Johnson
53b1b66258
Responder nodes now export themselves!
...
Please note this does not address logic triggers or region sensors. Those
will be added in a future commit.
9 years ago
Adam Johnson
b9381e078e
Replace RespStateList crazy with a nicer solution
...
Many thanks to Deledrius for pointing out an example of this hackery in
Blender's node groups!
9 years ago