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.
It looks like simply attaching a lamp to a group already has fairly
major implications for how it's exported. If you're adding a lamp into
a group, then you are basically saying, "I only want to affect these
specific objects.", so marking them as movable (meaning, "apply me
to all objects") doesn't really make sense in that context.
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.
When an emitter is a random sound emitter, then it is no longer possible
to address the individual sounds on that emitter. Instead, you can now
only stop or resume the randomization OR set the volume of the active
sound.
We were only comparing connections in one direction in order to make the
list of suggestions. This ensures that suggested connections are
validated in both directions.
This allows directing the message to *all* modifiers -- this is
primarily only useful for ladders, but some other types may respect the
message. Also exposed the ability to send the message to child objects.
Translation of the rules posted by Sirius @ https://forum.guildofwriters.org/viewtopic.php?p=73757#p73757
PotS is in worldspace when the mass is non-zero. Plasma likely detects
nonzero mass as "this object can move" and expects localspace. MOUL on
the other hand uses localspace if the object has a CI, otherwise
worldspace.
It appears that in Havok-physics enabled versions of Plasma, plEnableMsg
does not affect physics. Therefore, we have to send the PotS-era
plSimSuppressMsg to do this job.
This fixes the issue in which python nodes reused in multiple pages
won't get properly exported. The exporter doesn't store which page a
node was exported to, and the "optimization" to prevent dupe python
parameters was over-optimizing in the case of multiple pages. Trivial
attempts to track the pages we exported to failed, so we'll fall back to
checking the PFM's filename. If it's None, then obviously the PFM has
not been exported...
This fixes two bugs with empty node socket spawning:
- The first time an empty is spawned, the link is moved to the last
socket.
- Unlinking a socket in the middle of the group would cause that socket
to be the one that's empty. This isn't bad per-se, but with Responders
being ID-based, it could result in some confusion.
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 fixes an issue in which responders would get "stuck" at the end if
the last message had callbacks AND the responder was not attached to a
Python node.
Inspired by Unreal Blueprint's drag link+create list functionality. I
realize Blender has a few operators that do different parts of this job,
but they don't provide this well-polished functionality.
"Improve" is not quite the correct verbiage here because there were bugs
in the old code. The main issue is that any SceneObject with a
plPythonFileMod attached MUST have a CoordinateInterface attached,
otherwise the object would be invisible in game. Further, there were
some unreported oversights with regard to auto-generated modifiers that
have been fixed.
Due to memory management issues, it is likely impossible to remove a
node in its own init() callback without crashing Blender. Now, we will
deactivate any output node operators if an output node is already
present in the tree.
Recall that PFMs are added as modules to the global modules dict.
Therefore, module names must be valid Python 2.x identifiers. This is
handled well for age names, but we've been neglecting to handle it for
PFM names. So, when Blender adds ".001" as a suffix to a duplicated
object, any attached PFMs will go down in a firey dust explosion.
Generally, with the unhelpful error message: "NULL result without
error in PyObject_Call".