diff --git a/Shaders/include/overlay.vert.glsl b/Shaders/include/overlay.vert.glsl index fa7c349a..1c6a55f2 100755 --- a/Shaders/include/overlay.vert.glsl +++ b/Shaders/include/overlay.vert.glsl @@ -16,7 +16,7 @@ precision highp float; in vec3 pos; in vec3 nor; -#ifdef _BaseTex +#ifdef _Tex in vec2 tex; #endif #ifdef _VCols diff --git a/blender/exporter.py b/blender/exporter.py index 763d398a..0f6c4263 100755 --- a/blender/exporter.py +++ b/blender/exporter.py @@ -842,7 +842,7 @@ class ArmoryExporter: # We might still be exporting sampled animation below. o['transform'] = {} - if (sampledAnimation): + if sampledAnimation: o['transform']['target'] = "transform" o['transform']['values'] = self.write_matrix(bobject.matrix_local) @@ -2009,7 +2009,7 @@ class ArmoryExporter: o['shadows_bias'] = objref.lamp_shadows_bias if o['type'] == 'sun': # Scale bias for ortho light matrix o['shadows_bias'] *= 10.0 - if objtype == 'POINT' and objref.shadow_soft_size > 0.1: # Point only for now + if (objtype == 'POINT' or objtype == 'SPOT') and objref.shadow_soft_size > 0.1: # No sun for now lamp_size = objref.shadow_soft_size # Slightly higher bias for high sizes if lamp_size > 1: diff --git a/blender/props_navigation.py b/blender/props_navigation.py index b74eda34..a68bcc8a 100755 --- a/blender/props_navigation.py +++ b/blender/props_navigation.py @@ -12,18 +12,18 @@ class ArmoryGenerateNavmeshButton(bpy.types.Operator): if obj == None or obj.type != 'MESH': return{'CANCELLED'} - # TODO: build tilecache instead - # export_obj() - - # For visualization - # bpy.ops.mesh.navmesh_make('EXEC_DEFAULT') - # obj = context.active_object - # obj.hide_render = True + # TODO: build tilecache here # Navmesh trait - # obj.my_traitlist.add() - # obj.my_traitlist[-1].type_prop = 'Bundled Script' - # obj.my_traitlist[-1].class_name_prop = 'NavMesh' + obj.my_traitlist.add() + obj.my_traitlist[-1].type_prop = 'Bundled Script' + obj.my_traitlist[-1].class_name_prop = 'NavMesh' + + # For visualization + bpy.ops.mesh.navmesh_make('EXEC_DEFAULT') + obj = context.active_object + obj.hide_render = True + obj.game_export = False return{'FINISHED'} @@ -43,8 +43,7 @@ class ScenePropsPanel(bpy.types.Panel): def register(): - pass - # bpy.utils.register_module(__name__) + bpy.utils.register_module(__name__) def unregister(): bpy.utils.unregister_module(__name__)