Show navmesh in viewport
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1377d02c0d
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@ -16,7 +16,7 @@ precision highp float;
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in vec3 pos;
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in vec3 nor;
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#ifdef _BaseTex
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#ifdef _Tex
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in vec2 tex;
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#endif
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#ifdef _VCols
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@ -842,7 +842,7 @@ class ArmoryExporter:
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# We might still be exporting sampled animation below.
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o['transform'] = {}
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if (sampledAnimation):
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if sampledAnimation:
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o['transform']['target'] = "transform"
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o['transform']['values'] = self.write_matrix(bobject.matrix_local)
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@ -2009,7 +2009,7 @@ class ArmoryExporter:
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o['shadows_bias'] = objref.lamp_shadows_bias
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if o['type'] == 'sun': # Scale bias for ortho light matrix
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o['shadows_bias'] *= 10.0
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if objtype == 'POINT' and objref.shadow_soft_size > 0.1: # Point only for now
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if (objtype == 'POINT' or objtype == 'SPOT') and objref.shadow_soft_size > 0.1: # No sun for now
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lamp_size = objref.shadow_soft_size
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# Slightly higher bias for high sizes
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if lamp_size > 1:
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@ -12,18 +12,18 @@ class ArmoryGenerateNavmeshButton(bpy.types.Operator):
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if obj == None or obj.type != 'MESH':
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return{'CANCELLED'}
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# TODO: build tilecache instead
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# export_obj()
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# For visualization
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# bpy.ops.mesh.navmesh_make('EXEC_DEFAULT')
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# obj = context.active_object
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# obj.hide_render = True
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# TODO: build tilecache here
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# Navmesh trait
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# obj.my_traitlist.add()
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# obj.my_traitlist[-1].type_prop = 'Bundled Script'
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# obj.my_traitlist[-1].class_name_prop = 'NavMesh'
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obj.my_traitlist.add()
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obj.my_traitlist[-1].type_prop = 'Bundled Script'
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obj.my_traitlist[-1].class_name_prop = 'NavMesh'
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# For visualization
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bpy.ops.mesh.navmesh_make('EXEC_DEFAULT')
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obj = context.active_object
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obj.hide_render = True
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obj.game_export = False
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return{'FINISHED'}
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@ -43,8 +43,7 @@ class ScenePropsPanel(bpy.types.Panel):
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def register():
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pass
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# bpy.utils.register_module(__name__)
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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