Cleanup flags

This commit is contained in:
luboslenco 2018-11-15 17:20:55 +01:00
parent 4a0b8c724f
commit 2269247bb4
4 changed files with 9 additions and 15 deletions

View file

@ -65,7 +65,7 @@ def export_data(fp, sdk_path):
# Clean compiled variants if cache is disabled
build_dir = arm.utils.get_fp_build()
if wrd.arm_cache_shaders == False:
if wrd.arm_cache_build == False:
if os.path.isdir(build_dir + '/debug/html5-resources'):
shutil.rmtree(build_dir + '/debug/html5-resources', onerror=remove_readonly)
if os.path.isdir(build_dir + '/krom-resources'):
@ -405,7 +405,7 @@ def play(is_viewport):
build(target=runtime_to_target(is_viewport), is_play=True, is_viewport=is_viewport)
khajs_path = get_khajs_path(is_viewport, state.target)
if not wrd.arm_cache_compiler or \
if not wrd.arm_cache_build or \
not os.path.isfile(khajs_path) or \
assets.khafile_defs_last != assets.khafile_defs or \
state.last_target != state.target or \

View file

@ -131,8 +131,7 @@ def init_properties():
bpy.types.World.arm_stream_scene = BoolProperty(name="Stream Scene", description="Stream scene content", default=False, update=invalidate_compiler_cache)
bpy.types.World.arm_lod_gen_levels = IntProperty(name="Levels", description="Number of levels to generate", default=3, min=1)
bpy.types.World.arm_lod_gen_ratio = FloatProperty(name="Decimate Ratio", description="Decimate ratio", default=0.8)
bpy.types.World.arm_cache_shaders = BoolProperty(name="Cache Shaders", description="Do not rebuild existing shaders", default=True)
bpy.types.World.arm_cache_compiler = BoolProperty(name="Cache Compiler", description="Only recompile sources when required", default=True)
bpy.types.World.arm_cache_build = BoolProperty(name="Cache Build", description="Cache build files to speed up compilation", default=True)
bpy.types.World.arm_gpu_processing = BoolProperty(name="GPU Processing", description="Utilize GPU for asset pre-processing at build time", default=True, update=assets.invalidate_compiled_data)
bpy.types.World.arm_play_camera = EnumProperty(
items=[('Scene', 'Scene', 'Scene'),

View file

@ -345,34 +345,29 @@ class ArmoryProjectPanel(bpy.types.Panel):
row.operator("arm.kode_studio")
row.operator("arm.open_project_folder", icon="FILE_FOLDER")
layout.label(text="Build")
layout.label(text="Flags")
box = layout.box().column()
row = box.row()
col = row.column()
col.prop(wrd, 'arm_debug_console')
col.prop(wrd, 'arm_dce')
col.prop(wrd, 'arm_minify_js')
col = row.column()
col.prop(wrd, 'arm_cache_shaders')
col.prop(wrd, 'arm_cache_compiler')
col.prop(wrd, 'arm_gpu_processing')
col.prop(wrd, 'arm_cache_build')
col.prop(wrd, 'arm_minify_js')
layout.label(text="Flags")
box = layout.box().column()
row = box.row()
col = row.column()
col.prop(wrd, 'arm_stream_scene')
col.prop(wrd, 'arm_batch_meshes')
col.prop(wrd, 'arm_batch_materials')
col.prop(wrd, 'arm_sampled_animation')
col.prop(wrd, 'arm_asset_compression')
col.prop(wrd, 'arm_compiler_inline')
col.prop(wrd, 'arm_write_config')
col = row.column()
col.prop(wrd, 'arm_minimize')
col.prop(wrd, 'arm_optimize_mesh')
col.prop(wrd, 'arm_deinterleaved_buffers')
col.prop(wrd, 'arm_export_tangents')
col.prop(wrd, 'arm_write_config')
col.prop(wrd, 'arm_loadscreen')
row = box.row(align=True)
row.alignment = 'EXPAND'

View file

@ -153,7 +153,7 @@ project.addSources('Sources');
shaderload = state.target == 'krom' or state.target == 'html5'
if arm.utils.get_player_gapi() != 'opengl': # TODO: shader from source for d3d11
shaderload = False
if wrd.arm_cache_compiler and shaderload and not is_publish:
if wrd.arm_cache_build and shaderload and not is_publish:
# Load shaders manually
assets.add_khafile_def('arm_shaderload')