Adam Johnson
8e71703e3c
Fix linking activators to PFMs
...
... And finally relent on exposing the keys of region sensors. Oh boy, the
fallout from this change will be fun to contain :/
10 years ago
Adam Johnson
0b4ddd2bc0
PFM exporting
...
Hopefully this isn't too holey
10 years ago
Adam Johnson
4ebd70d824
Begin work on PythonFileMod nodes
...
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.
10 years ago
Adam Johnson
a583540446
The node tree is not a cheap whore
...
No need to pass it around like one. Just grab your own copy of it from
`Node.id_data`... Why is this not documented more clearly?
10 years ago
Joseph Davies
f4593c8c30
Plasma attribute parsing script
10 years ago
Adam Johnson
4eaf2f5acc
Fix bug with exporting objects with mesh modifiers
10 years ago
Adam Johnson
17714b9d2a
Implement "OneShot" logic mods
...
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.
10 years ago
Adam Johnson
2898e269e8
EnableMsg logic node
10 years ago
Adam Johnson
6cabd9bb64
Replace _finalize_message in ResponderCommandNode
...
It was silly, and this is Python. Function calls are our enemy, after
all...
10 years ago
Adam Johnson
9cdc5c5eb4
Fix modifier registration
10 years ago
Adam Johnson
7121b176dc
That's silly
10 years ago
Adam Johnson
3afb4198e4
Ensure modifiers are sorted by their name
10 years ago
Adam Johnson
46dea1cc73
Implement a node for plTimerCallbackMsg
...
This one is really simple. It just delays the execution of linked
responder commands. Useful.
10 years ago
Adam Johnson
6f5681b444
Remove redundant code from footstep sound node
10 years ago
Adam Johnson
2b8c16da1b
Add an animation group modifier
...
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.
10 years ago
Adam Johnson
953012de38
Fix a race condition in ExportManager.add_object
...
Bad things would happen if you tried to access a modifier before its
owning SceneObject was created... Whoops!
10 years ago
Adam Johnson
ca47e8569a
Fix clickables warping to origin in PotS
10 years ago
Adam Johnson
4687fa3cda
Don't poop on the user's selected UV Texture
10 years ago
Adam Johnson
a3716a8c35
Fix CoordinateInterface race conditions
...
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...
10 years ago
Adam Johnson
ca470a3e12
Fix traceback with shared DCMs
10 years ago
Adam Johnson
060bc5e7e9
Merge branch 'master' of https://github.com/H-uru/korman
10 years ago
Adam Johnson
b255902b9e
Only apply mass = 1 to animated physicals
10 years ago
Adam Johnson
19b24d36f5
Basic README
10 years ago
Adam Johnson
530d5efe74
Fix some potential tracebacks in the Logic Nodes
10 years ago
Adam Johnson
9a620fb2db
Physicals shouldn't have a mass of 0
10 years ago
Adam Johnson
ca4a7d63f9
Responder commands can only send one message
10 years ago
Adam Johnson
a99728c241
Allow configuration of environment map colors
10 years ago
Adam Johnson
52c122696d
Merge remote-tracking branch 'hoikas/logic-nodes'
10 years ago
Adam Johnson
425ff808dc
Ensure clickables have a CoordinateInterface
10 years ago
Adam Johnson
5d33ca7abb
Make the Advanced Logic modifier smarter
...
You can now attach many node trees to this modifier and specify which
versions of the game they should export for. Handy!
10 years ago
Adam Johnson
27dbb23fa9
Tweak some of the variable input stuff
10 years ago
Adam Johnson
54e324e360
More work on Responder callbacks...
10 years ago
Adam Johnson
e02a063ad7
Simple AnimCmdMsg
...
NOTE: AnimCmdMsg does not support callbacks ATM. I'm still annoyed with
the callback generation code and am looking for "better ways(TM)" to do
it
10 years ago
Adam Johnson
10bdf645b9
Ensure all responder states are converted
10 years ago
Adam Johnson
f0748b690d
Implement OneShot logic nodes
...
This is somewhat simplified in that we classify OneShots as a message. It
just seems easier that way.
10 years ago
Adam Johnson
cf4d4c2c82
Fix issues with env maps and opacity
10 years ago
Adam Johnson
85ac142aa8
Fix typo
10 years ago
Adam Johnson
cf52eb8bf6
Use the actual action start for ATCAnims
...
Perhaps we should inspect the keyframes and use their range instead?
10 years ago
Adam Johnson
e7827e0c52
Don't truncate matrix44 controllers
10 years ago
Adam Johnson
62bf783990
Opacity animations require alpha blending
10 years ago
Adam Johnson
ec01efd8d8
Don't export empty matrix44 controllers
10 years ago
Adam Johnson
cc755bf072
Fix tracebacks where ImageTexture.image is None
10 years ago
Adam Johnson
aaf1395bb4
Fix bug in opacity anim cleverness
...
Just remove the cleverness anyway. That was kind of dense IMO.
10 years ago
Adam Johnson
916a621765
Add more find/create helpers
10 years ago
Adam Johnson
69c967f85f
Export layer transforms
10 years ago
Adam Johnson
47d67997b4
Implement layer transform animation
10 years ago
Adam Johnson
e14ac4f903
Implement layer opacity animations
10 years ago
Adam Johnson
b34308198b
Don't put outdated crap into non-scalar keyframes
10 years ago
Adam Johnson
ac00ed24f9
Fix typo preventing environment maps exporting
10 years ago
Adam Johnson
094c784dd2
Add last-chance export pass
...
This allows us to inspect our objects just before we blast them out,
preventing race conditions. Implement physical animations as an example.
10 years ago