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Commit Graph

401 Commits

Author SHA1 Message Date
42f795b944 Merge pull request #53 from Hoikas/swimming
Swim Regions
2017-01-15 22:10:06 -05:00
a8f61e840f Allow referencing swim currents from python nodes 2017-01-15 22:07:53 -05:00
f45dd6f7fe Implement swim regions as a Swim Surface modifier 2017-01-15 22:07:53 -05:00
0c5361b4c7 Merge pull request #52 from dpogue/rt-light-fix
Fix backward lamp distance calculation
v0.05
2016-12-30 22:05:46 -05:00
8b450b6d68 Fix backward lamp distance calculation
When use_sphere is enabled, the lamp cutoff is at exactly the distance
value. Otherwise, the distance value is the point at which the lamp
intensity is half its starting value.

This probably doesn't match Blender 1-to-1, but it's closer to Blender's
lighting logic than the existing use_sphere calculations.
2016-12-30 18:14:13 -08:00
da53a81d9e Merge pull request #51 from dpogue/light-anim-fix
Fix exporting lamp animations
2016-12-30 17:45:54 -05:00
f2d415d14c Fix exporting lamp animations
If you had only transform animations on a lamp, it would still attempt
to unconditionally export colour/falloff animations.
2016-12-30 14:39:06 -08:00
0e90f79128 Merge pull request #49 from dpogue/extend-fix
Layers should also be clamped with EXTEND
2016-12-29 18:40:40 -05:00
dde0f16887 Layers should also be clamped with EXTEND 2016-12-29 15:37:04 -08:00
2b5fb98d3b Merge pull request #48 from dpogue/smoothing
Implement face flat/smoothing shading
2016-12-28 22:36:02 -05:00
ca3147865e Implement face flat/smoothing shading
Really I guess this is implementing non-smoothing, since we previously
treated all faces as if they had smoothing enabled.

It's technically a breaking change, but should make Plasma with runtime
lighting match what you'd expect from the Blender 3D viewport.
It also matches how PlasmaMax treats meshes by default with no smoothing
groups attached.
2016-12-28 19:32:02 -08:00
e991c4d134 Ensure the default export file's extension is .age 2016-12-26 19:58:37 -05:00
38eb0686ef Ensure detail textures use alpha blending 2016-12-26 19:41:34 -05:00
d40cd7c3ef Merge pull request #43 from dpogue/gl-fix
Fix case on GL include path
2016-12-26 17:10:59 -05:00
83d95356d7 Fix case on GL include path 2016-12-26 13:17:16 -08:00
6aad085500 Fix typo in the looping part of SoundMsg node 2016-07-22 19:49:02 -04:00
734fbadda8 Fix moronic typos 2016-07-20 20:02:39 -04:00
df056603ec Implement Layer SDL Animations 2016-07-20 19:41:45 -04:00
eefb40a30a Allow Z-flag toggling
Also, rearrange the layer panel to make a bit moar sense
2016-07-20 18:46:51 -04:00
e3f8f0863f Show Material Transparency panel in Korman mode 2016-07-20 14:51:55 -04:00
5c398b28f3 Apply synch options to LayerAnimations
This will prevent layer animation states from being saved to the database
by default. Cuts down on network traffic and makes everyone very happy!
2016-07-20 14:23:29 -04:00
98f8613e29 Fix LayerAnimation export
WTF typo... "Animated stencils are nonsense" and then we promptly export
ONLY animated stencils. I pity the foo!
2016-07-20 14:22:22 -04:00
a1577331fd Add "Cast RT Shadow" modifier 2016-07-09 21:41:02 -04:00
590eb59d7f Fix redundant Responder wait generation 2016-07-09 13:43:51 -04:00
c6ea93fe3b Actually fix leftover light groups
So, the previous hypothesis was absolutely WRONG. The real issue was the
appending of .001s and such when you have a material on many objects. Each
object-material pair has its own light group now because object Plasma
modifiers can change the rules a bit.

w00t for fixage
2016-07-08 20:04:44 -04:00
7e53b165c3 Attempt to fix leftover light groups
Doobes has reported that _LIGHTMAPGEN groups can be intermittently left
attached to some lamps. This is similar to a UnicodeDecodeError we were
having before in which a cached Blender object pointer became trashed
somehow. I think in this case our cached copy of the light group is no
longer equal to what is found in bpy.data.groups, so the removal fails...
Or something along those lines.

So, we now find the group again from the list and erase that. As a final
sanity test, on blend file save, we nuke all _LIGHTMAPGEN groups.
2016-07-08 19:18:36 -04:00
6580527b04 Force RT Lighting should be off by default
This was a leftover from when it was Render > Force RT Lighting. D'oh!
2016-07-07 21:03:07 -04:00
5a9cd719f2 More lighting improvements...
Added the Render > Lighting modifier that lets one specify whether or not
we should forcibly use RT lights. This allows us to change the light
baking rules to allow the baking of nonanimated Plasma lights when this
setting is disabled. The modifier also has text explaining what the
lighting results should look like.
2016-07-07 20:44:51 -04:00
4c0b7cb515 Limit all meshes to 0x8000 vertices
https://forum.guildofwriters.org/viewtopic.php?p=70317#p70317
2016-07-07 12:51:40 -04:00
6ed81d2794 Improve stenciling support. NOTE: BREAKING CHANGE
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.
2016-06-30 20:32:26 -04:00
e50098ab93 Merge pull request #42 from Hoikas/detail-fade
Implement detail fading for Plasma Layers
2016-06-30 20:11:19 -04:00
319b43814f Implement detail fading for Plasma Layers
Yes, this was shamelessly stolen from the max plugin. So shoot me. It's an
awesome feature.
2016-06-29 22:47:28 -04:00
ba93c77260 Export shadow masters
We can finally have avatar shadows in our ages!!! Yes, it really does
deserve all of those exclamation points.
2016-06-28 22:13:52 -04:00
6c9fb61715 Merge pull request #40 from Hoikas/animation
Moar Animations
2016-06-28 18:34:58 -04:00
5f8e57ef6b Implement Omni Light animations 2016-06-28 18:34:28 -04:00
66264331a6 Update Animation Group modifier
Fix an issue with ObData animations and update the UI to match other
list-based modifiers.
2016-06-28 18:34:27 -04:00
0d73893ac5 Limit CoordInterface creation for animated objects to xform animations
only.
2016-06-28 18:34:27 -04:00
33810c37d1 Implement spot cone animations 2016-06-28 18:20:34 -04:00
e8c71eb121 Port matrix44 controller generation to new fcurve merging method 2016-06-28 18:20:33 -04:00
3f98e6ea9d Add lamp color and energy animations
This makes things incredibly more complex because Blender stores those
animations on the ObData ID instead of the Object ID data block. Dang. So,
the animation modifier's detection code had to be pretty much scrapped.
The newer code is a little hacky in places. Hopefully we can address this
soon-ish.
2016-06-28 18:20:32 -04:00
6755453d3c Add fcurve/keyframe smashing, mashing, etc.
Don't even ask...
2016-06-27 18:44:34 -04:00
e2d18c898a Implement sound volume animations 2016-06-26 20:51:37 -04:00
74610a3eee Allow for animation value conversioner callables
This is useful in the case that we store data that does not quite match
what Plasma uses or expects
2016-06-26 20:50:47 -04:00
dbeed6f660 Refactor ATCAnim generation
Move all the logic into the AnimationConverter in preparation for
exporting animated sound volumes, spot cones, light color values, etc.
2016-06-25 20:28:17 -04:00
47bd42caa8 Relax restrictions on key names
These rules made sense in 0.01 when we promoted modifier names. However,
these have been disallowed for over a year now. These restrictions are
sneaky and serve no purpose now.
2016-06-25 20:12:03 -04:00
77ef3bb572 Fix traceback when viewing Lamp texture UI v0.04 2016-06-24 16:02:47 -04:00
9ab6b16ed2 Implement limited directional lights 2016-06-24 15:58:06 -04:00
9c8b286c07 Merge pull request #38 from Hoikas/rtproj
Projection Lights
2016-06-22 13:12:15 -04:00
12e5f8177a Implement projection lamps 2016-06-21 20:46:41 -04:00
c98ddd0ca9 Sort light code properly (alphabetical order, people) 2016-06-21 20:46:19 -04:00