In user testing, the "Bake All" operator overwriting the "Col" layer was
blowing away too much manual shading, reducing the usefulness of the
feature severely. This changes us to using the "autocolor" layer and
making it a somewhat ephemeral coloring layer. Any "autocolor" layer
generated by the exporter should be removed when the export finishes.
Otherwise, it should persist.
You can now bake "finalized" lighting to either vertex colors or a
lightmap image. This can be done either from the toolbox or from the
individual lightmap modifier. The purpose of doing this is to allow the
artist to opt-into a workflow where they can chose when to incur the
performance penalty, instead of on export. The downside is that the
artist now has to manually click a bake button. But, for some Ages,
especially "finished" ones receiving small updates, there is no need to
rebake the lighting each export.
This is the beginning of a workflow loop to (hopefully) improve the
performance of exporting Ages with expensive lighting. This commit
allows you to generate the autocolor layer in the Korman UI and rename
it to `col` to prevent needless re-baking.
This allows you to explicitly select quaternion animations. These appear
to be the default for bone animations and were silently dropped on the
floor before this change. A selection of quaternion or axis angle
implicitly disables bezier interpolation. Also fix the assumption that
Eulers are always in XYZ order.
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.
The old code was objectively terrible and placed the burden of handling
missing values effectively on the user instead of just figuring it out.
This is objectively better in that we can now count on all values being
"known" at keyframe convert time. Whether that "known" is because it's a
real keyframe, we evaluated it, or we pulled it out of our @$$ is
another story, of course.
A few observed problems:
- In PotS, any physical parented to another object fell through the
floor on link in.
- In MOUL, physicals in a subworld were exported in the wrong coordinate
system. They were exported in local-to-world space, but MOUL expects
them in local-to-subworld space.
- In PotS, any scaled physical parented to another object wiped out the
visual (but not physical) scaling due to an improper flag setting.
Font objects were exported as a completely different SceneObject,
causing the parenting relationship to be broken. This ensures that the
drawable is properly attached to the correct SceneObject.