Update render paths
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@ -2842,7 +2842,7 @@ class ArmoryExporter:
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def post_export_world(self, world, o):
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defs = bpy.data.worlds['Arm'].world_defs + bpy.data.worlds['Arm'].rp_defs
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bgcol = world.world_envtex_color
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if '_LDR' in defs:
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if '_LDR' in defs: # No compositor used
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for i in range(0, 3):
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bgcol[i] = pow(bgcol[i], 1.0 / 2.2)
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o['background_color'] = armutils.color_to_int(bgcol)
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@ -399,10 +399,11 @@ def play_project(in_viewport):
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def on_compiled(mode): # build, play, play_viewport, publish
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log.clear()
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sdk_path = armutils.get_sdk_path()
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wrd = bpy.data.worlds['Arm']
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# Print info
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if mode == 'publish':
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target_name = make_utils.get_kha_target(bpy.data.worlds['Arm'].arm_project_target)
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target_name = make_utils.get_kha_target(wrd.arm_project_target)
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print('Project published')
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files_path = armutils.get_fp() + '/build/' + target_name
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if target_name == 'html5':
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@ -412,14 +413,13 @@ def on_compiled(mode): # build, play, play_viewport, publish
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elif target_name == 'windows':
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print('VisualStudio 2015 project files are located in ' + files_path + '-build')
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elif target_name == 'android-native':
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print('Android Studio project files are located in ' + files_path + '-build')
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print('Android Studio project files are located in ' + files_path + '-build/' + wrd.arm_project_name)
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else:
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print('Makefiles are located in ' + files_path + '-build')
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return
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# Launch project in new window
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elif mode =='play':
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wrd = bpy.data.worlds['Arm']
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if wrd.arm_play_runtime == 'Electron':
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electron_app_path = './build/electron.js'
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@ -46,12 +46,32 @@ def make_forward(cam):
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if not cam.rp_worldnodes:
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relink('Draw World', 'Set Target Accum')
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nodes['Clear Target Mesh'].inputs[1].default_value = True
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if not cam.rp_render_to_texture:
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links.new(nodes['Framebuffer'].outputs[0], nodes['Set Target Mesh'].inputs[1])
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if cam.rp_worldnodes:
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l = nodes['Draw World'].outputs[0].links[0]
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else:
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l = nodes['Draw Meshes Mesh'].outputs[0].links[0]
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links.remove(l)
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if not cam.rp_translucency:
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relink('Set Target Accum', 'Draw Compositor + FXAA')
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last_node = 'Draw Compositor + FXAA'
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if cam.rp_antialiasing == 'SMAA':
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pass
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elif cam.rp_antialiasing == 'TAA':
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pass
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elif cam.rp_antialiasing == 'FXAA':
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pass
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elif cam.rp_antialiasing == 'None':
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last_node = 'Draw Compositor'
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relink('Draw Compositor + FXAA', 'Draw Compositor')
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if cam.rp_overlays:
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links.new(nodes['Draw Compositor + FXAA'].outputs[0], nodes['Clear Target Overlay'].inputs[0])
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links.new(last_node.outputs[0], nodes['Clear Target Overlay'].inputs[0])
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def make_deferred(cam):
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@ -94,7 +94,7 @@ def init_properties():
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bpy.types.World.arm_lod_gen_levels = IntProperty(name="Levels", description="Number of levels to generate", default=3, min=1)
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bpy.types.World.arm_lod_gen_ratio = FloatProperty(name="Decimate Ratio", description="Decimate ratio", default=0.8)
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bpy.types.World.arm_cache_shaders = BoolProperty(name="Cache Shaders", description="Do not rebuild existing shaders", default=True, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_cache_compiler = BoolProperty(name="Cache Compiler", description="Only recompile sources when required", default=True)
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bpy.types.World.arm_cache_compiler = BoolProperty(name="Cache Compiler", description="Only recompile sources when required", default=False)
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bpy.types.World.arm_gpu_processing = BoolProperty(name="GPU Processing", description="Utilize GPU for asset pre-processing at build time", default=True)
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bpy.types.World.arm_play_live_patch = BoolProperty(name="Live Patching", description="Sync running player data to Blender", default=True)
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bpy.types.World.arm_play_auto_build = BoolProperty(name="Auto Build", description="Rebuild scene on operator changes", default=True)
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