Huge Amount of BugFix

-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
This commit is contained in:
Juan Linietsky
2014-10-03 00:10:51 -03:00
parent 02796daed9
commit e3e523752f
2 changed files with 14 additions and 1 deletions

View File

@@ -108,6 +108,11 @@ class ExportDAE(bpy.types.Operator, ExportHelper):
description=("Export all actions for the first armature found in separate DAE files"),
default=False,
)
use_anim_skip_noexp = BoolProperty(
name="Skip (-noexp) Actions",
description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",
default=True,
)
use_anim_optimize = BoolProperty(
name="Optimize Keyframes",
description="Remove double keyframes",

View File

@@ -317,6 +317,7 @@ class DaeExporter:
def export_mesh(self,node,armature=None,shapename=None):
mesh = node.data
if (node.data in self.mesh_cache) and shapename==None:
return self.mesh_cache[mesh]
@@ -475,7 +476,12 @@ class DaeExporter:
self.writel(S_GEOM,3,'<source id="'+meshid+'-texcoord-'+str(uvi)+'">')
float_values=""
for v in vertices:
float_values+=" "+str(v.uv[uvi].x)+" "+str(v.uv[uvi].y)
try:
float_values+=" "+str(v.uv[uvi].x)+" "+str(v.uv[uvi].y)
except:
# I don't understand this weird multi-uv-layer API, but with this it seems to works
float_values+=" 0 0 "
self.writel(S_GEOM,4,'<float_array id="'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices)*2)+'">'+float_values+'</float_array>')
self.writel(S_GEOM,4,'<technique_common>')
self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices))+'" stride="2">')
@@ -1156,6 +1162,8 @@ class DaeExporter:
for x in bpy.data.actions[:]:
if x.users==0 or x in self.action_constraints:
continue
if (self.config["use_anim_skip_noexp"] and x.name.endswith("-noexp")):
continue
bones=[]
#find bones used