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...
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.
A common error when developing with Korman and Korlib is to forget to
recompile _korlib on changes in the upstream C++ code. This will prevent
the errors from being catastrophic and will revert the user to the
python reference implementation with a minimum of fuss.
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.
This sound emitter modifier is almost as fully functional as PlasmaMAX's various sound emitter components. Additional functionality was added to C korlib so that artists can specify OGG Vorbis sound files. If korlib is not compiled, only WAVE sounds can be utilized in Korman. This fixes some of the more fiddly bugs related to exporting to CWE that were seen in PyPRP.
Sound nodes to be implemented...
Korlib will have two components: a python implementation in Korman and a
C++ "_korlib" module that will be insanely fast. Users will apreciate it,
and devs will be glad they don't have to compile the C version.
We are attempting to encourage the pages=layers paradigm; however, this is
not strictly enforced. This commit has lots of bits and bobs but little
actual substance. More to come when I begin work on the exporter.