Previously, reusing node trees required careful thought and
specification of specific nodes in the advanced logic modifier. This
tedious requirement has been removed in favor of ensuring that the nodes
themselves take into account whether or not they should generate and
attach plasma objects.
This is like the Package Python operator in that the artist can now
export the loc data independent of the rest of the age. The difference
is that due to the extremely different loc formats from PotS+UAM to
MOUL, we can't easily allow the user to specify where the data will be
exported to. So, we only allow this operation in the context of a game.
Path of the Shell did not like my fancy metaprogramming tricks for
defining an AgeSDL Python class that contained characters that are
illegal in Python identifiers. So, now, we revert to just using a
standard class declaration.
That means that we need to strip out any illegal identifiers from the
age name first. A legal Python 2.x identifier is constrained to the
ASCII alphanumeric characters and the underscore with the stipulation
that the first character cannot be a number. To illustrate this to the
artist, we alert the age name property field if an illegal character is
found in the age name. We also alert on the underscore, which is now
used as a very very special replacement character. In the case of an
illegal character, an error message is shown in the UI with the correct
AgeSDL name.
Of course, I hope no one really uses those illegal characters and this
is just more fulmination on my part...
Implements the boilerplate code for compiling Python code in arbitrary
python versions and packing the marshalled data into Cyan's Python.pak
format. Since this is a lot of bp, a separate operator has been added
to both test the resulting mayhem and provide age creators an easy way
to export only their needed Python.
The only python that is packed currently is the age sdl hook file, if
any. In order for that part to happen, Python File nodes need to be
upgraded from having a string path to actually using the new text_id
field.
Age output files are now handled in all aspects by a singleton manager.
This allows us to track all generated files and external dependency
files and ensure they are correctly copied over to the target game... Or
not, in the case of an age/prp export from the File > Export menu.
Currently only SFX files are handled as an external dependency. TODO are
python and SDL files.
Further, because we have an output file manager, we can bundle all the
files into a zip archive for releasing the age in one step. Wow such
amazing. ^_^
Plasma game installs are a per-user config item and should not be stored
in a blend file. Considering that we will be adding more per-user
configs, namely Python 2.[2|3|7] install directories, it seems like a
good move to go ahead and move the games over.
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.
This provides the artist the ability to disable exporting layers that
would be DynamicCamMap (fast) in MOUL but DynamicEnvMap (slow) in PotS
in one fell swoop. Please note that disabling env map exporting will NOT
prevent waveset environment maps from exporting.
The lightmap modifier is now a more general "Bake Lighting" modifier
that can control how vertex colors are baked as well. The default vertex
color baking behavior is unaffected. It is now identical to adding a
Bake Lighting modifier, changing it to bake vertex colors without
specifying a pass.
What was previously marked as transition cuts would really only cut goal
and POA tracking. Transition cutting requires the addition of a
transition ovveride. The engine supports cutting transitions on
plCameraMsg receipt by the virtual camera. The option looked sloppy on
regions (and should probably be controlled in the transitions), but it
has been added to camera message nodes for more control.
Tey're probably just a disaster waiting to happen. If you want a circle
camera, that's sufficiently advanced to require a new camera object.
Auto cameras are just a dumb helper.
Due to our disabling of texture baking when lightmapping, Blender would
not be able to cast light through transparent materials. Now, we revert
back to something resembling the manual method of lightmapping from the
bad old days of PyPRP.
Do note that because we attempt to batch object baking as much as
possible, I have disabled baking lightmaps to transparent objects.
This is because the transparent objects would need its textures disabled
for it to be baked to, but with the textures disabled, the renderer
would be unable to correctly determine the object's transparency. D'oh!
It would be possible, I suppose, to move them into their own batch, but
that makes the state machine a bit more complex. It would be better to
wait for someone to need that functionality, I think.
This commit includes some bonus improvements for animated parenting
situations that I discovered through sciencing the various MOUL and PotS
PRPs. Hopefully it all works as advertised.
This causes an object to be given a plFilterCoordInterface instead of a
plCoordinateInterface. The difference is that plFilterCoordInterface
will reject changes to certain components of an object's transform. This
is useful in certain parenting situations, namely subworlds.
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.
This was not completely converted to the new ID Property scheme, it
appears. We have to use an intermediate string property so we can have
get/set callbacks. :(
This actually inspects the old style page_num property and will put the
objects into the correct page if the page has been created by the
artist. Fancy.