Remove deprecated
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@ -166,8 +166,6 @@ def parse_shader(node, socket):
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if node.node_tree.name.startswith('Armory PBR'):
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if parse_surface:
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if len(node.inputs) != 14:
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# Base color
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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@ -188,47 +186,8 @@ def parse_shader(node, socket):
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emission_found = True
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out_basecol = '({0} + vec3({1} * 100.0))'.format(out_basecol, out_emission)
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else: # Deprecated
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# Base color
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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# Occlusion TODO: deprecated, occlussion is value instead of vector now
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if node.inputs[1].type == 'RGBA':
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out_occlusion = '{0}.r'.format(parse_vector_input(node.inputs[1]))
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else:
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out_occlusion = parse_value_input(node.inputs[1])
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if node.inputs[2].is_linked or node.inputs[2].default_value != 1.0:
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out_occlusion = '({0} * {1})'.format(out_occlusion, parse_value_input(node.inputs[2]))
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# Roughness
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out_roughness = parse_value_input(node.inputs[3])
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if node.inputs[4].is_linked or node.inputs[4].default_value != 1.0:
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out_roughness = '({0} * {1})'.format(out_roughness, parse_value_input(node.inputs[4]))
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# Metallic
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out_metallic = parse_value_input(node.inputs[5])
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# Normal
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if node.inputs[6].is_linked and node.inputs[6].links[0].from_node.type == 'NORMAL_MAP':
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c_state.warn(c_state.mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly')
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parse_normal_map_color_input(node.inputs[6])
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# Emission
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if node.inputs[8].is_linked:
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parsing_basecolor(True)
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out_emission = parse_vector_input(node.inputs[8])
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emission_found = True
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parsing_basecolor(False)
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if node.inputs[9].is_linked or node.inputs[9].default_value != 1.0:
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out_emission = '({0} * {1})'.format(out_emission, parse_value_input(node.inputs[9]))
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out_basecol = '({0} + {1} * 100.0)'.format(out_basecol, out_emission)
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if parse_opacity:
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if len(node.inputs) != 14:
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out_opacity = parse_value_input(node.inputs[1])
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else: # Deprecated
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out_opacity = parse_value_input(node.inputs[12])
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if node.inputs[13].is_linked or node.inputs[13].default_value != 1.0:
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out_opacity = '({0} * {1})'.format(out_opacity, parse_value_input(node.inputs[13]))
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else:
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return parse_group(node, socket)
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@ -969,15 +928,7 @@ def parse_value(node, socket):
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if node.node_tree.name.startswith('Armory PBR'):
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# Displacement
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if socket == node.outputs[1]:
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if len(node.inputs) != 14:
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res = parse_value_input(node.inputs[7])
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else: # Deprecated
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res = parse_value_input(node.inputs[10])
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if node.inputs[11].is_linked or node.inputs[11].default_value != 1.0:
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res = "({0} * {1})".format(res, parse_value_input(node.inputs[11]))
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return res
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return parse_value_input(node.inputs[7])
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else:
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return None
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else:
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@ -16,7 +16,7 @@ except ImportError:
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pass
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# Armory version
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arm_version = '17.08.1'
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arm_version = '17.09'
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def update_preset(self, context):
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make_renderer.set_preset(self, context, self.rp_preset)
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@ -305,9 +305,6 @@ def init_properties():
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bpy.types.Material.is_cached = bpy.props.BoolProperty(name="Material Cached", description="No need to reexport material data", default=False, update=update_mat_cache)
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bpy.types.Material.lock_cache = bpy.props.BoolProperty(name="Lock Material Cache", description="Prevent is_cached from updating", default=False)
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# Deprecated
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bpy.types.World.arm_play_viewport_camera = BoolProperty(name="Viewport Camera", description="Start player at viewport camera position", default=False)
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if not 'Arm' in bpy.data.worlds:
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wrd = bpy.data.worlds.new('Arm')
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wrd.use_fake_user = True # Store data world object, add fake user to keep it alive
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@ -348,22 +345,6 @@ def init_properties_on_load():
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print('Project updated to sdk v' + arm_version)
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wrd.arm_version = arm_version
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arm.make.clean_project()
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# Deprecated: migrate props
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for bobject in bpy.data.objects:
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if not hasattr(bobject, 'my_traitlist'):
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continue
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for trait in bobject.my_traitlist:
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t = bobject.arm_traitlist.add()
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t.name = trait.name
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t.enabled_prop = trait.enabled_prop
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t.type_prop = trait.type_prop
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t.class_name_prop = trait.class_name_prop
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t.canvas_name_prop = trait.canvas_name_prop
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t.jsscript_prop = trait.jsscript_prop
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t.nodes_name_prop = trait.nodes_name_prop
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if hasattr(wrd, 'arm_play_viewport_camera'):
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if wrd.arm_play_viewport_camera:
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wrd.arm_play_camera = 'Viewport'
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# Set url for embedded player
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if arm.utils.with_krom():
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barmory.set_files_location(arm.utils.get_fp_build() + '/krom')
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@ -552,10 +552,6 @@ def register():
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bpy.types.Scene.arm_traitlist = bpy.props.CollectionProperty(type=ArmTraitListItem)
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bpy.types.Scene.arm_traitlist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
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# Deprecated
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bpy.utils.register_class(ListTraitItem)
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bpy.types.Object.my_traitlist = bpy.props.CollectionProperty(type=ListTraitItem)
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def unregister():
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bpy.utils.unregister_class(ArmTraitListItem)
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bpy.utils.unregister_class(ArmTraitList)
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@ -571,6 +567,3 @@ def unregister():
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bpy.utils.unregister_class(ArmRefreshCanvasListButton)
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bpy.utils.unregister_class(ArmTraitsPanel)
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bpy.utils.unregister_class(ArmSceneTraitsPanel)
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# Deprecated
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bpy.utils.unregister_class(ListTraitItem)
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