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@ -1,4 +1,4 @@
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package zblend;
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package cycles;
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import lue.App;
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import lue.Eg;
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@ -6,11 +6,11 @@ from bpy.props import *
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# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
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class MyCustomTree(NodeTree):
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# Description string
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'''ZBlend logic nodes'''
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'''Logic nodes'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CustomTreeType'
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# Label for nice name display
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bl_label = 'ZBlend Node Tree'
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bl_label = 'CG Node Tree'
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# Icon identifier
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# NOTE: If no icon is defined, the node tree will not show up in the editor header!
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# This can be used to make additional tree types for groups and similar nodes (see below)
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@ -31,7 +31,7 @@ def defaultSettings():
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# Store properties in the world object
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def initWorldProperties():
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bpy.types.World.TargetVersion = StringProperty(name = "ZBlendVersion")
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bpy.types.World.TargetVersion = StringProperty(name = "CGVersion")
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bpy.types.World.TargetEnum = EnumProperty(
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items = [('OSX', 'OSX', 'OSX'),
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('Windows', 'Windows', 'Windows'),
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@ -79,11 +79,11 @@ initWorldProperties()
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# Info panel play
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def draw_play_item(self, context):
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layout = self.layout
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layout.operator("zblend.play")
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layout.operator("cg.play")
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# Menu in tools region
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class ToolsPanel(bpy.types.Panel):
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bl_label = "ZBlend Project"
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bl_label = "Cycles Game"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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@ -100,11 +100,11 @@ class ToolsPanel(bpy.types.Panel):
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layout.prop(wrd, 'TargetProjectHeight')
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layout.prop_search(wrd, "TargetScene", bpy.data, "scenes", "Scene")
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layout.prop(wrd, 'TargetEnum')
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layout.operator("zblend.build")
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layout.operator("cg.build")
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("zblend.folder")
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row.operator("zblend.clean")
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row.operator("cg.folder")
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row.operator("cg.clean")
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layout.prop_search(wrd, "TargetGravity", bpy.data, "scenes", "Gravity")
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layout.prop_search(wrd, "TargetClear", bpy.data, "worlds", "Clear Color")
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layout.prop(wrd, 'TargetAA')
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@ -112,9 +112,9 @@ class ToolsPanel(bpy.types.Panel):
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row = layout.row()
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row.prop(wrd, 'TargetAutoBuildNodes')
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if wrd['TargetAutoBuildNodes'] == False:
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row.operator("zblend.buildnodes")
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row.operator("cg.buildnodes")
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layout.prop(wrd, 'TargetMinimize')
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layout.operator("zblend.defaultsettings")
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layout.operator("cg.defaultsettings")
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# Used to output json
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class Object:
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@ -194,7 +194,7 @@ def exportGameData():
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# x.game.height = bpy.data.worlds[0]['TargetProjectHeight']
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# if bpy.data.worlds[0]['TargetAA'] == 1:
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# x.game.antiAliasingSamples = 2
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# x.libraries = ["zblend", "haxebullet"]
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# x.libraries = ["cyclesgame", "haxebullet"]
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# # Defined libraries
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# for o in bpy.data.worlds[0].my_liblist:
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# if o.enabled_prop:
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@ -429,7 +429,7 @@ def exportGameData():
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package ;
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class Main {
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public static function main() {
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lue.sys.CompileTime.importPackage('zblend.trait');
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lue.sys.CompileTime.importPackage('cycles.trait');
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lue.sys.CompileTime.importPackage('""" + bpy.data.worlds[0]['TargetProjectPackage'] + """');
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#if js
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untyped __js__("
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@ -450,7 +450,7 @@ class Main {
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}
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static function start() {
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var starter = new kha.Starter();
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starter.start(new lue.App("room1", zblend.Root));
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starter.start(new lue.App("room1", cycles.Root));
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}
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}
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""")
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@ -505,7 +505,7 @@ def buildProject(self, build_type=0):
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prefix = haxelib_path + " run kha "
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output = subprocess.check_output([haxelib_path + " path zblend"], shell=True)
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output = subprocess.check_output([haxelib_path + " path cyclesgame"], shell=True)
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output = str(output).split("\\n")[0].split("'")[1]
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scripts_path = output + "blender/"
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@ -540,7 +540,7 @@ def cleanProject(self):
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# Play
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class OBJECT_OT_PLAYButton(bpy.types.Operator):
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bl_idname = "zblend.play"
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bl_idname = "cg.play"
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bl_label = "Play"
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def execute(self, context):
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@ -549,7 +549,7 @@ class OBJECT_OT_PLAYButton(bpy.types.Operator):
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# Build
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class OBJECT_OT_BUILDButton(bpy.types.Operator):
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bl_idname = "zblend.build"
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bl_idname = "cg.build"
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bl_label = "Build"
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def execute(self, context):
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@ -558,7 +558,7 @@ class OBJECT_OT_BUILDButton(bpy.types.Operator):
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# Open project folder
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class OBJECT_OT_FOLDERButton(bpy.types.Operator):
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bl_idname = "zblend.folder"
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bl_idname = "cg.folder"
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bl_label = "Folder"
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def execute(self, context):
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@ -573,7 +573,7 @@ class OBJECT_OT_FOLDERButton(bpy.types.Operator):
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# Clean project
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class OBJECT_OT_CLEANButton(bpy.types.Operator):
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bl_idname = "zblend.clean"
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bl_idname = "cg.clean"
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bl_label = "Clean"
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def execute(self, context):
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@ -582,7 +582,7 @@ class OBJECT_OT_CLEANButton(bpy.types.Operator):
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# Build nodes
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class OBJECT_OT_BUILDNODESButton(bpy.types.Operator):
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bl_idname = "zblend.buildnodes"
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bl_idname = "cg.buildnodes"
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bl_label = "Build Nodes"
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def execute(self, context):
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@ -594,7 +594,7 @@ class OBJECT_OT_BUILDNODESButton(bpy.types.Operator):
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# Default settings
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class OBJECT_OT_DEFAULTSETTINGSButton(bpy.types.Operator):
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bl_idname = "zblend.defaultsettings"
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bl_idname = "cg.defaultsettings"
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bl_label = "Default Settings"
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def execute(self, context):
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@ -628,8 +628,8 @@ def buildNodeTree(node_group):
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with open(path + node_group_name + '.hx', 'w') as f:
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f.write('package ' + bpy.data.worlds[0].TargetProjectPackage + ';\n\n')
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f.write('import zblend.node.*;\n\n')
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f.write('class ' + node_group_name + ' extends zblend.trait.NodeExecutor {\n\n')
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f.write('import cycles.node.*;\n\n')
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f.write('class ' + node_group_name + ' extends cycles.trait.NodeExecutor {\n\n')
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f.write('\tpublic function new() { super(); }\n\n')
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f.write('\toverride function onItemAdd() {\n')
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# Make sure root node exists
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@ -232,7 +232,7 @@ class LIST_OT_TraitMoveItem(bpy.types.Operator):
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# Menu in tools region
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class ToolsTraitsPanel(bpy.types.Panel):
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bl_label = "zblend_traits"
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bl_label = "cycles_traits"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "object"
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@ -1,10 +1,10 @@
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{
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"name": "zblend",
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"url" : "https://github.com/luboslenco/zblend/",
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"name": "cyclesgame",
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"url" : "https://github.com/luboslenco/cyclesgame/",
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"license": "MIT",
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"tags": ["kha", "3d"],
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"description": "Blender game engine",
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"version": "15.10.0",
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"version": "15.11.0",
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"classPath": "",
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"releasenote": "Initial release.",
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"contributors": ["Lubos"],
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