Korlib will have two components: a python implementation in Korman and a
C++ "_korlib" module that will be insanely fast. Users will apreciate it,
and devs will be glad they don't have to compile the C version.
Also, this fixes a bug with auto-expanding input sockets. It turns out
Blender was renaming them behind the scenes. We now ensure that we ignore
this renaming -- fixes many potential gotchas.
This allows us to ensure that a given NodeTree is only ever exported once.
A node reference acts as a way to attach a plMultiModifier to a
plSceneObject without using those terms. Things will work just fine if the
node reference isn't used, so as long as the entire tree is only used
once.
Future work: ensuring the whole logic tree is only ever exported once.
This has some simple attribute nodes for example purposes. Unfortunately,
this is so far UI only. More node types need to be added, then we can
begin working on exporting.
ResponderCommands can now reenable clickables by making a connection. This
will only work for the client who clicked on the clickable however. It's
still a useful feature regardless.
Also fixes some bugs when adding commands onto a command with no wait of
its own that waited on another command.
Now, an object can be a "master" animation object controlling many
animated objects when you address it with the Animation Command logic
node.
This also includes a fix for a bug that would potentially break an
animation if it were addressed by an Animation Command node.
To ensure that there are really, really, REALLY no race conditions related
to coordinate interfaces, we now run through all modifiers before we
export and ask them if they need to make Coordinate Interfaces. I was
hearing some comments about clickables warping around. This sounds like
physical coordinate issues to me...