Cyan calculates the level sizes wrongly such that a 1x1 DXT5 mip level
only has one block for alpha and therefore lacks the color block. This can
cause Blender to crash with an access violation.
This commit adds a footstep region modifier that exports nothing at the
moment. This is just a test case for logic node generation. If you want to
bake footstep regions into logic nodes, select an object and execute
`bpy.ops.object.plasma_logicwiz()`. :)
This includes changes to the light baking code to ensure that we don't
bake runtime lights. This code has several places it could be optimized in
the future when we have larger ages to test against.
This should make the average age look a little bit better. I hope... If
you want to get rid of this crappy lighting, create a vertex color layer.
Or, better yet, add a stupid lightmap modifier!
Still lots of considerations:
- Need to make faux lightgroups to avoid baking Plasma RT lights
- Still need to bake vertex colors
- Still need to export Plasma RT lights (D'oh!)
But, this is definitely a step in the right direction!
... This can happen if you save a blend file with a downstream codebase
with some newfangled modifier, then try to export with an upstream plugin
that does not have said modifier.
We now harvest information about texture images throughout the export
process and don't pull the trigger until we're totally done. There are
still some issues with regard to confusing UI, but we'll get to it.
Yeah, korlib was a bit faster than this implementation, but, honestly,
having a second python module made life more difficult than it needed to
be. This fixes that.
If we don't reference the SceneNode from each SceneObject, we can't get
the SceneNode from an ObjInterface. For some strange reason, plClient
overrides the plDrawableSpans SceneNode at runtime. This caused the DSpan
to be removed from all nodes.... :/
It appears that we were storing PyHSPlasma objects in class attributes, so
they were being held after the plResManager went away--therefore their
keys were nuked. We should probably be holding keys and not objects, but
this fix works regardless.
So this is a fairly massive chunk. I tried to get our Plasma Modifiers to
match the Blender Modifier UI fairly well. In the process, I discovered
that Blender "helpfully" hides the modifier button on Empty objects. Bah.
Significant Changes:
- Hid all of the Blender Physics mess
- The Physics context is now the Plasma Object context
- Moved Plasma Object and Plasma Synchronization to the Context Formerly
Known as Physics
- Added a Plasma Modifier Panel
Here's how you create Plasma Modifiers:
- Add your PropertyGroup to properties.modifiers
- Make sure you have a pl_id naming your modifier, a category, and a label
- Implement the export() method to actually export something useful (not
goat porn, please)
- Implement your UI draw function in ui.modifiers.
- Wasn't that easy?