Bill Currie
f522e58d53
Fix some blender warnings.
2018-06-08 12:45:57 +09:00
Bill Currie
6996e7295a
Add a getLine method to Script.
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It returns the rest of the line (minus // style comments) as the token. I
needed it in another project but this is my central repository for
script.py.
2013-11-24 11:21:40 +09:00
Bill Currie
eeaf2bc43f
Return None instead of False from parse_entity.
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Don't remember how I found that one, but None makes much more sense.
2013-11-24 11:19:50 +09:00
Bill Currie
5b47c15611
Get the bmesh directly from the object mesh data.
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Yay, no fussing with edit mode. Thanks to _FrnchFrgg_ in #blendercoders for
the tip.
2013-01-17 09:52:09 +09:00
Bill Currie
ca71034680
Make the field value editable.
2013-01-17 09:52:09 +09:00
Bill Currie
66ecf9eba0
Update the entity field list for blender 2.65a+
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More api changes :/ However, the new version certainly seems more powerful.
2013-01-17 09:52:09 +09:00
Bill Currie
f25fbfe0bc
Split out the text reflow code.
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This makes EntityPanel's draw code a little cleaner.
2013-01-17 09:52:09 +09:00
Bill Currie
6838913e31
Fix view3d callback for blender 2.65a+.
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Yay experimental APIs :P
2013-01-17 09:52:09 +09:00
Bill Currie
0ed535214e
Import leak points files.
2012-09-16 12:57:17 +09:00
Bill Currie
4fc9316320
Add very preliminary support for map exporting.
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There is no error checking, texture alignment or support for non-point
lights, but it's a start. Also, it's assumed all brushes are convex and
manifold.
2012-09-16 10:59:47 +09:00
Bill Currie
6b8df7f42a
Give EntityClassDict mapping access functions.
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They just redirect to the actual entity class dictionary, but it saves a
lot of unnecessary code elsewhere.
2012-09-16 10:55:06 +09:00
Bill Currie
8416276cee
Remove a debug print.
2012-09-13 18:14:29 +09:00
Bill Currie
2760055a0f
Try to speed up entity relationship drawing a little.
2012-09-13 13:14:32 +09:00
Bill Currie
559add50cb
Fix some snafus.
2012-09-13 12:22:05 +09:00
Bill Currie
f18a926616
Add support for RMQs QUAKED comments.
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RMQ just leaves out the entity size instead of using ? for brush entities.
2012-09-13 12:21:06 +09:00
Bill Currie
225cb4b364
Create an idquake character encoding.
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It just does a 1:1 charmap conversion of quake text, purely to allow python
to read arbitrary qc code.
2012-09-13 12:19:26 +09:00
Bill Currie
b764cad483
Add buttons to re-scan or re-parse entity class data.
2012-09-12 08:14:10 +09:00
Bill Currie
592222aba8
Don't attempt to draw a connecting line to a missing target.
2012-09-11 15:01:43 +09:00
Bill Currie
154d08a9c7
Gracefully handle unknown entity classes.
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Unfortunately, the classname gets lost to blender at this stage, but I have
an idea for how to handle that.
2012-09-11 14:58:56 +09:00
Bill Currie
54832740c8
Gracefully handle missing textures.
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The texinfo still gets a material, but just an untextured one. The idea is
such textures can be fixed up at a later date.
2012-09-11 14:57:24 +09:00
Bill Currie
41004fd7c2
Remove specularity from the brush materials.
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Specularity looks ghastly when there's nothing for it to highlight.
2012-09-10 19:24:47 +09:00
Bill Currie
7204f8d90d
Minor robustness improvements to map importing.
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Allow map parse errors to be reported propertly (the raise was for
debugging) and give up gracefully when the wad file can't be found.
2012-09-10 19:23:15 +09:00
Bill Currie
995547ae6f
Display a message for entity class parsing errors.
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It's hacky, but at least something shows up.
2012-09-10 16:14:32 +09:00
Bill Currie
25e545616a
Create EntityClassError exception.
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Much more useful than Python's SyntaxError (and much less confusing).
2012-09-10 15:57:50 +09:00
Bill Currie
ae942afe5c
Bind map_error to the script object.
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This works much better :)
2012-09-10 14:59:43 +09:00
Bill Currie
f525be0880
Implement Script.error properly.
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It's not good to get an attirbute error when trying to raise another error.
2012-09-10 14:58:41 +09:00
Bill Currie
dade60863e
Move the entity class comment into its own box.
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Blender doesn't support multiline text or word wrapping, so the tooltips
were rather ugly. The double spacing used by layout.label() is still a
little ugly, but the resulting text box just below the entity classname is
much more usable.
2012-09-10 13:19:38 +09:00
Bill Currie
198a49dfdf
Ensure all files have the gpl block.
2012-09-10 12:40:55 +09:00
Bill Currie
a75fe213a6
Make entity lines post rather than pre.
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I'm not sure what visual difference it makes, but it is pretty much what
I'd intended in the first place.
2012-09-10 12:16:23 +09:00
Bill Currie
2905cb69bc
Add entity relation lines.
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It has many problems (eg, the lines won't update when target/targetname
change), but the basics are working.
2012-09-10 11:48:22 +09:00
Bill Currie
9dc1039686
Fix map parsing for quest format maps.
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Bah, the one place a single char lex is needed :P
2012-09-10 08:08:37 +09:00
Bill Currie
da6f57a23b
Get entity field key/value pair editing working.
2012-09-10 08:08:11 +09:00
Bill Currie
c8be8c242a
Don't use any single chars for maps.
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The standard map format (original qbsp) doesn't use them.
2012-09-09 17:13:10 +09:00
Bill Currie
0c2818c038
Ensure the texture scaling is never 0.
2012-09-09 17:12:45 +09:00
Bill Currie
73cdd66c52
Set the entity properties as parsed from the map.
2012-09-09 17:11:57 +09:00
Bill Currie
825ce0dad6
Make the type of EntityClass.flagnames consistent.
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Sometimes list and sometimes tuple makes for a mess.
2012-09-09 17:01:23 +09:00
Bill Currie
709ab05713
Add preliminary support for entity properties.
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Only classname and flags are supported right now, and only classname gets
set when the entity is added (via the add menu).
2012-09-09 13:22:52 +09:00
Bill Currie
468f96902f
Use a tetrahedron for the default brush entity.
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It seems to be a reasonable shape to show that editing is needed.
2012-09-09 11:10:03 +09:00
Bill Currie
18fcdb0ce7
Implement the add_entity operator.
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Doesn't work for brush entities yet.
2012-09-09 10:29:43 +09:00
Bill Currie
fde8d29899
Use icons to distinquish brush ents from others.
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Mesh-data icons indicate brush entities, object-data icons indicate the
others.
2012-09-09 09:29:55 +09:00
Bill Currie
06fd951a55
Build the add entity menu tree.
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The menu tree is built from the parsed entity classes, with _ forming the
separator between menu levels.
2012-09-09 08:54:41 +09:00
Bill Currie
395a0eef78
Don't use targetname for entity names.
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Proves to be rather non-useful (at this stage, anyway)
2012-09-04 20:29:00 +09:00
Bill Currie
1993ee8352
Remove some debug prints.
2012-09-04 19:40:07 +09:00
Bill Currie
af37ae438e
Fix the incorrectly rotated textures.
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map uses degrees, blender uses radians. oops.
2012-09-04 19:39:10 +09:00
Bill Currie
7feec96b8d
Texture the world :)
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Such a simple statement for a sizable hunk of work.
2012-09-04 17:04:30 +09:00
Bill Currie
b29f24e6d3
Add a wadpath scene property and load the wad files.
2012-09-04 17:04:00 +09:00
Bill Currie
95e2a5b21a
Pre-process texture defs.
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The st-vectors are now fully calculated as per qfbsp's algorithm.
The Texinfo class tries to create unique texture defintions.
2012-09-04 16:59:02 +09:00
Bill Currie
446016e84e
Make wad contents searches case-insensitive.
2012-09-04 16:58:19 +09:00
Bill Currie
8587079c0d
Fix a case&paste error.
2012-09-04 11:59:04 +09:00
Bill Currie
38facac7ce
Add a very simple wad reader.
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It supports only MipTex data (for automatic data conversion), and it's very
fragile, but it will do for now.
2012-09-03 19:37:04 +09:00