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.
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 operator takes a file as an argument and builds a cubemap from it.
Valid options are to supply the output from Plasma's
Graphics.Renderer.GrabCubeMap console command. The operator will find
the other five files and generate a cubemap with the faces saved by
Plasma. Otherwise, any arbitrary image can be supplied. If the filenames
do not fit the expected format, any missing faces will be replaced by
the face specified in the file selector. This will generally result in a
cubemap with six identical faces.
Not sure why this was happening, but if you got into a state where no
VisRegion was selected, the Environment Clear Color property would also
disappear.
Reordered to put the Clear Color at the top, so that it works
consistently and also makes it more obvious that it's unrelated to the
visibility regions.
OK, this commit does a lot, and it was hard to separate the changes, so
mega-commit.
- We now export stencils in such a way that Plasma layers can be affected
by multiple stencils, theoretically matching the Blender behavior
- We don't try to animate stencils or even offer animation options. This
is nonsense.
- In our zealousness to skip over illegal texture slots, there was a bug
introduced in which we queried texture fcurve paths illegally,
potentially causing animations to be exported incorrectly. This has been
fixed.
- There was a potential issue with the animation command node's material
option in which the message could be sent to the wrong page. This has
been corrected by making the Object field mandatory for all animation
types.
- Add an opacity value for exported layer.
- Add a conversion button in the toolbar for old PyPRP Ages
which used the diffuse color factor as the opacity value.
As requested by Doobes, we now have buttons that enable Plasma Object on
everything and all Textures. These are mostly useful for the case of
updating from PyPRP, which was opt-out and totally ignored the
checked-ness of Textures.
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?
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.