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mirror of https://github.com/H-uru/korman.git synced 2025-07-13 18:17:38 -04:00
Commit Graph

1000 Commits

Author SHA1 Message Date
69c967f85f Export layer transforms 2015-07-07 16:36:41 -04:00
47d67997b4 Implement layer transform animation 2015-07-07 16:33:17 -04:00
e14ac4f903 Implement layer opacity animations 2015-07-07 15:14:02 -04:00
b34308198b Don't put outdated crap into non-scalar keyframes 2015-07-07 00:09:50 -04:00
ac00ed24f9 Fix typo preventing environment maps exporting 2015-07-06 19:59:13 -04:00
094c784dd2 Add last-chance export pass
This allows us to inspect our objects just before we blast them out,
preventing race conditions. Implement physical animations as an example.
2015-07-06 19:37:12 -04:00
227d391dc0 Export from the first frame by default 2015-07-06 19:36:47 -04:00
a838d82c00 Move texture page setting to World panel
This makes sense because the pages to export checkboxes are here. The
export modal should be sort of a "last-chance" settings thing... not
actual core settings.
2015-07-05 22:56:21 -04:00
4ad72c879b Nuke aggressive bezier squelching 2015-07-05 22:51:07 -04:00
b709db140a Allow the user to spec'd lightmap regeneration
This is slow on nontrivial meshes and can take up most of the export
time...
2015-07-05 22:49:09 -04:00
690bd70360 Add modifier dependencies
These are hints that will auto-enable certain modifiers. It makes no sense
to have an Animation Loop modifier with no Animation modifier...
2015-07-05 21:44:51 -04:00
2c5a56d6cb Merge remote-tracking branch 'hoikas/anim' 2015-07-05 21:18:44 -04:00
4a8e0722f9 Implement scale animation controllers 2015-07-05 21:18:17 -04:00
0ceca75f0d Be smarter about animation subcontrols
Plasma assumes that any non-root level plCompoundController cannot have
any null subcontrollers. So, we now attempt to export leaf controllers
where possible, instead of compounds. This is hindered by the fact that
Blender loves bezier interpolation.
2015-07-05 21:18:17 -04:00
5b5577f6f5 Implement rudimentary object animation 2015-07-04 22:55:08 -04:00
f5482bf98f Merge pull request #9 from Deledrius/layeropacity
Add Plasma layer options panel to Texture context.
2015-07-02 15:17:17 -04:00
a208ee21d3 Add Plasma layer options panel to Texture context.
- 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.
2015-07-02 12:11:56 -07:00
3df745f600 Enable the Material Shading panel 2015-06-28 20:28:47 -04:00
3e51091501 Implement useful toolbox utils for PyPRP porting
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.
2015-06-28 20:15:18 -04:00
a6b6907b8c Update SpawnPoint info text 2015-06-28 20:15:00 -04:00
515c4f6b44 Use collision bounds in PanicLinkRegion modifier 2015-06-28 16:19:38 -04:00
04b9e4a989 Merge pull request #8 from Deledrius/colorfix
Fix color pickers to only permit usable values.
2015-06-28 16:17:11 -04:00
135cf76d8b Fix color pickers to only permit usable values. 2015-06-28 11:38:46 -07:00
1fe28cbd96 Use "requires_actor" in logic nodes as well 2015-06-28 13:38:45 -04:00
2c0aae9915 Fix "I'm a material but not really" bugs
Why in the world is it even possible for a material to be None? This is
just a GOTCHA for the sake of GOTCHAs.
2015-06-28 12:41:57 -04:00
1cf0f92a26 Change default bounds type to Convex Hull 2015-06-27 23:06:53 -04:00
dc08e14fe1 Merge remote-tracking branch 'hoikas/logic-nodes' 2015-06-27 23:06:18 -04:00
0dc78b6585 Implement a SittingBehavior modifier 2015-06-27 22:59:21 -04:00
6a6c2f5226 Implement logic nodes for SittingMods 2015-06-27 22:59:01 -04:00
32df8002cc Fix non-avatar-blocking colliders 2015-06-27 20:54:15 -04:00
ad0c8cee27 Unify physical exporting steps 2015-06-27 20:37:57 -04:00
d24ce8c14d Fix idiot error 2015-06-25 19:54:24 -04:00
6477c803c4 Merge remote-tracking branch 'hoikas/stencils' 2015-06-25 19:39:48 -04:00
8ba4d8287f Implement stencil layers 2015-06-25 19:39:19 -04:00
9c4dea8235 Fix calculate alpha boogs 2015-06-25 19:12:53 -04:00
ecc5bf277d Store Layer keys, not objects... 2015-06-25 17:31:06 -04:00
2edca9f13d Add exporter profiling
Not that we really care right now, but it might be useful in the future...
2015-06-23 20:38:23 -04:00
0737bb2b8b It appears these scene.updates are worthless 2015-06-23 19:50:57 -04:00
65da157066 Ensure object modifiers are applied to meshes 2015-06-23 19:49:14 -04:00
5ed311312b Defer calc_tessface..physics exporter optimization 2015-06-23 19:46:38 -04:00
ce02dcad84 Fix missing colliders in PotS 2015-06-23 19:40:27 -04:00
34c28f3e87 Ensure ALL lights are baked...
... Not just the ones on the same layer(s) as the object. :/
2015-06-23 18:09:35 -04:00
4604029050 Ensure all the things bake...
Yes, this fixes more "no valid image" bugs :/
2015-06-23 17:37:55 -04:00
b412e444dd Don't die if LM'd object isn't on an active layer
It appears that the mode set operator only works on active layers, so we
have to make sure our lightmapped object's layers are active. *Sigh*
2015-06-23 16:53:48 -04:00
c21b90f83c Nuke old "autocolor" layers
Old autocolor layers appear to cause some very terrible problems during
export for some reason...
2015-06-23 16:05:59 -04:00
7e281616a9 Remove try...except from mesh conversion
This creates annoying "during the handling of the above exception"
messages in tracebacks that make things needlessly harder to debug
2015-06-23 15:32:23 -04:00
0bdc4cbaae Merge remote-tracking branch 'hoikas/envmaps' 2015-06-22 21:25:41 -04:00
476fb84b0d We're not actually going to support CEMs
After discussion in #writers IRC and observing how Blender's image
environment maps work, it makes more sense to rely on our superior
implementation of dynamic maps.
2015-06-22 21:24:41 -04:00
fc9407a332 Export dynamic environment maps
This means we now export BOTH plDyanmicEnvMap and plDynamicCamMap. The
latter will only be exported on MOUL+, sadly. The former is "cube" mapping
and the latter is "plane" mapping. Instead of manually specifying the
refresh rate, I decided that Blender's "static" option means that it only
refreshes once (and never again) and animated means we refresh every 0.01
second, which seems to be the Cyan standard for "update every frame, blast
it!" NOTE: when cameras are exporting, we need to support Camera based
DCMs.

Static image based CEMs coming soon...
2015-06-22 21:24:40 -04:00
290408847c Ensure alpha textures have transparency 2015-06-22 19:16:54 -04:00