* Fix CubeMap Bug
* Adds a sanity check that raises an error if a CubeMap doesn't have an image.
* Refine coding
* Adjust a few things per Hoikas' suggestion
* Update korman/exporter/material.py
Fix line of code per Hoikas' suggestion
Co-authored-by: Adam Johnson <AdamJohnso@gmail.com>
* Update korman/exporter/material.py
---------
Co-authored-by: Adam Johnson <AdamJohnso@gmail.com>
Blender's `bpy.ops.object.duplicate()` operator changes the underlying
object that's selected to be the duplicate while the code expected for
the underlying object to remain unchanged. This uses a lower-level ID
copy mechanism that should hopefully give the intended result.
There are some things that exist in `pre_export()`, eg animations, that
don't actually generate anything that needs to be memory managed. So,
it's ok if `pre_export()` isn't actually a generator function. It does
need to return either a generator or `None`, however.
It is now possible to write
```python
my_object = yield create_something()
```
to ensure that temporary objects are always managed by the exporter. Previously, the more verbose
```python
my_object = create_something()
yield my_object
```
was needed.
In an attempt to address #359, I separated 3D stereo sounds into
separate emitter scene objects and allow the engine to position them
around the listener such that the left channel is actually on the left
of the listener (and the same for the right channel). Unfortunately,
this did not fix the bug in question. However, the code that interfaces
with sounds from the outside is now much simpler, and the improved
behavior is a win, IMO, so let's keep this.
This fixes review comments left on #367 that were caused by missing
pretends-to-be-a semantics. `BMeshObject` is intended to provide
pass-through access to `bpy.types.Object`'s attributes.
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.
This adds a page type distinction. It will primarily be geared toward
things like GUIs and avatar animations. However, for now, we can abuse
it to allow externally created pages, such as those created by PRPShop
hacking (for particles) or from 3dsMax (avatar animations, GUIs, etc.)
to coexist more easily with our Korman-generated .age files.
These attributes are strings, not paths. It is safe to format with a
path -- paths are implicitly convertible to strings by formatters. We
use a `PurePath` because we only care about getting the string name and
not actually performing any path manipulation.
This fixes#334 by sorting everything before writing it out to the
localization file. Note that we need to sort each step along the way
because the nested dicts are not sorted by a call to `sorted()` - it
appears to only sort the key.
There were logic problems around exporting references to objects that
exist only in disabled pages (or default pages that are disabled because
no enabled objects are exported into the default page).
Exports a collider that should hopefully block only dynamic objects (kickables). Also, some formatting adjustments to the properties script to match others (this can be undone if wanted)
We need to use the matrix provided by the higher level export code, not
the worldspace matrix. In some engine versions (MOUL), this will be
subworld space instead of worldspace.
I don't really want to talk about it. *Gulp*. Anyway, you define
multiple animations on either the animation modifier or the textures
panel. The UIs have all been unified. By default, you have an "(Entire
Animation)" that represents the old single animation. You may create
additional sub-animations over an arbitrary range of keyframes. Once
other animations are defined, the "(Entire Animation)" may be deleted.
However, if all subanimations are deleted, the "(Entire Animation)" will
resurect itself with its last known settings.
Behavior change: object animations (except for fixed cameras) now
REQUIRE an animation modifier be attached to export. It is now an error
to attach an animation modifier to any camera except for a fixed camera.
This is for if you have a layer that has an animated opacity but no
alpha, it will be able to receive the material's color animation. For
now, we won't apply those to upper layers as that doesn't really seem
like what we would expect.
This fixes a number of long standing chicken and egg problems that could
prevent opacity animations from working properly on RT-Lit materials.
Also addresses a number of odd situations where the lighting results
might drastically change in unexpected ways.