Commit graph

59 commits

Author SHA1 Message Date
Bill Currie
5b47c15611 Get the bmesh directly from the object mesh data.
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+
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.
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+.
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.
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.
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.
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.
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.
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.
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.
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.
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.
It's hacky, but at least something shows up.
2012-09-10 16:14:32 +09:00
Bill Currie
25e545616a Create EntityClassError exception.
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.
This works much better :)
2012-09-10 14:59:43 +09:00
Bill Currie
f525be0880 Implement Script.error properly.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
map uses degrees, blender uses radians. oops.
2012-09-04 19:39:10 +09:00
Bill Currie
7feec96b8d Texture the world :)
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.
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.
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
Bill Currie
125952d17d Un-hardcode the light distance. 2012-09-03 14:34:27 +09:00
Bill Currie
dfaf28001a Create colored boxes for sized entity classes.
The data is taken from the parsed entity class data. No error checking is
done yet.
2012-09-03 14:33:32 +09:00
Bill Currie
16952ffbbb Support loading entity class data into blender.
The qc source path is specified via the dirpath property in the QF Entity
Classes panel of the scene data. The scanned entity classes are stored in a
plist in a blender text file for persistent storage (so the directory
doesn't need to be scanned every time). Also, so the data doesn't have to
be parsed every time, the data is stored in a normal python class hanging
off the properties class (evil hack?).
2012-09-03 13:38:28 +09:00