The Python File Nodes were always picking up the group owner's
`plAGMasterMod` key instead of the group's `plMsgForwarder` key. This is
fixed by using the appropriate generic method for fetching an
animation's key.
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.
It looks like simply attaching a lamp to a group already has fairly
major implications for how it's exported. If you're adding a lamp into
a group, then you are basically saying, "I only want to affect these
specific objects.", so marking them as movable (meaning, "apply me
to all objects") doesn't really make sense in that context.
The dumb string lookup probably worked most of the time, but with recent
changes that can cause layers and materials to be renamed to things not
matching the pattern exactly, it's better to explicitly lookup the keys.
This will prevent Dynamic Text Maps from seemingly "breaking" for no
reason just because the lighting strategy changes.
This fixes the issue in which python nodes reused in multiple pages
won't get properly exported. The exporter doesn't store which page a
node was exported to, and the "optimization" to prevent dupe python
parameters was over-optimizing in the case of multiple pages. Trivial
attempts to track the pages we exported to failed, so we'll fall back to
checking the PFM's filename. If it's None, then obviously the PFM has
not been exported...
Previously, reusing node trees required careful thought and
specification of specific nodes in the advanced logic modifier. This
tedious requirement has been removed in favor of ensuring that the nodes
themselves take into account whether or not they should generate and
attach plasma objects.
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.
"Improve" is not quite the correct verbiage here because there were bugs
in the old code. The main issue is that any SceneObject with a
plPythonFileMod attached MUST have a CoordinateInterface attached,
otherwise the object would be invisible in game. Further, there were
some unreported oversights with regard to auto-generated modifiers that
have been fixed.
Recall that PFMs are added as modules to the global modules dict.
Therefore, module names must be valid Python 2.x identifiers. This is
handled well for age names, but we've been neglecting to handle it for
PFM names. So, when Blender adds ".001" as a suffix to a duplicated
object, any attached PFMs will go down in a firey dust explosion.
Generally, with the unhelpful error message: "NULL result without
error in PyObject_Call".
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.
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.