The default definition of `pre_export()` (for documentation purposes)
was hiding the real default implementation of `pre_export()`, causing
any modifiers relying on said default implementation to export nothing.
In a previous changeset, the Advanced Logic modifier was changed to
defer exporting logic until the very end of the export process. This
means that many nodes are designed with the assumption that all
non-logic PRP objects are fully exported by the time they are exported.
LogicWiz modifiers, however, violated this assumption by exporting
during the main export() phase.
So, this adds a new `pre_export()` phase for all modifiers that lets
them generate logic trees and even entirely new Plasma Objects safely.
Futher, old LogicWiz modifiers have been tweaked to not leak junked
objects if the export fails in the middle of those modifiers.
This matches us up more closely with what PlasmaMAX does and allows us
to really fix x-raying effects by properly forcing objects into the
correct render pass.
This allows for objects to print decals at runtime, like the baskets in
Eder Gira. Also, the same functionality can be hijacked for coincident
objects to exist as decals. This is basically a shortcut for adding hack
Z-flags to the base layer of a decal material.
This allows blend textures to be used for mesh transparency without
having to fiddle around too much. It was also a stab at fixing some
regressions in the MOUL engine around decals, but that bit failed,
sadly.
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...
This commit adds a footstep region modifier that exports nothing at the
moment. This is just a test case for logic node generation. If you want to
bake footstep regions into logic nodes, select an object and execute
`bpy.ops.object.plasma_logicwiz()`. :)
So this is a fairly massive chunk. I tried to get our Plasma Modifiers to
match the Blender Modifier UI fairly well. In the process, I discovered
that Blender "helpfully" hides the modifier button on Empty objects. Bah.
Significant Changes:
- Hid all of the Blender Physics mess
- The Physics context is now the Plasma Object context
- Moved Plasma Object and Plasma Synchronization to the Context Formerly
Known as Physics
- Added a Plasma Modifier Panel
Here's how you create Plasma Modifiers:
- Add your PropertyGroup to properties.modifiers
- Make sure you have a pl_id naming your modifier, a category, and a label
- Implement the export() method to actually export something useful (not
goat porn, please)
- Implement your UI draw function in ui.modifiers.
- Wasn't that easy?