Commit graph

2864 commits

Author SHA1 Message Date
Moritz Brückner dc00b6abd5 Fix ParseFloatNode label and add it to its own section 2020-09-08 23:31:09 +02:00
Moritz Brückner 7f2bbd8d49 CastPhysicsRayNode -> RayCastNode 2020-09-08 23:30:50 +02:00
Moritz Brückner ce3a4dd1a0 SelfNode -> SelfObjectNode 2020-09-08 23:30:37 +02:00
Moritz Brückner 8559505d2f InArrayNode -> ArrayContainsNode 2020-09-08 23:29:50 +02:00
Moritz Brückner 39fc1f3cad Remove unused imports 2020-09-08 23:21:41 +02:00
Moritz Brückner 4681149a90 Fix docstring format 2020-09-08 23:14:51 +02:00
Moritz Brückner 45ce65513b Make the mask node a variable node 2020-09-08 22:11:25 +02:00
Moritz Brückner 8e6c8031b0 Use new sockets for variable nodes 2020-09-08 22:08:29 +02:00
Moritz Brückner bec4e2e8ac Use new socket functions 2020-09-08 21:49:02 +02:00
Moritz Brückner d83cdc4f33 Add custom add input/output functions and denote variable socket functionality 2020-09-08 21:34:05 +02:00
Moritz Brückner 727c2d9f35 Make ArmLogicTreeNode a subclass of bpy.types.Node 2020-09-08 21:16:20 +02:00
Moritz Brückner abf495bf2f Fix usage of custom socket types 2020-09-08 17:04:13 +02:00
Moritz Brückner bfa23a9d6a Don't register internal nodes again 2020-09-08 17:03:56 +02:00
Moritz Brückner c98f593459 Reassign node categories + rename files 2020-09-08 17:03:24 +02:00
Moritz Brückner 6168f68dd0 Don't hardcode the position of the 'default' node section 2020-09-08 01:26:41 +02:00
Moritz Brückner 2babf2f97b Alphabeticallysort nodes in node sections 2020-09-07 20:36:30 +02:00
Moritz Brückner b31c151cf3 Add possibility to use the module name as the node category 2020-09-07 19:15:39 +02:00
Moritz Brückner 430053bfb2 Remove unused debug print 2020-09-07 19:15:07 +02:00
Moritz Brückner a5a15e472b Fix unregistering of categories 2020-09-07 01:26:31 +02:00
Moritz Brückner 14bd60d3f4 Fix docstring format 2020-09-07 01:15:12 +02:00
Moritz Brückner b248f2c8e8 Move socket classes to own module and remove now obsolete eye drop operator 2020-09-07 01:13:00 +02:00
Moritz Brückner dfb0c566c7 Fix missing add node menu registering 2020-09-07 01:10:43 +02:00
Moritz Brückner 74efd5df80 Add custom node search operator 2020-09-07 00:54:52 +02:00
Moritz Brückner 16d8df73b2 Implement custom node menu 2020-09-07 00:40:54 +02:00
Moritz Brückner 05c0a201ad Fix missing import 2020-09-07 00:33:46 +02:00
Moritz Brückner f8376e877f Fix register_node() for internal nodes 2020-09-07 00:33:31 +02:00
Moritz Brückner 153594985b Rename node_class -> node_type 2020-09-07 00:33:16 +02:00
Moritz Brückner 6c43fb9289 Whitespace and other small cleanups 2020-09-07 00:08:51 +02:00
Moritz Brückner 07817fed54 Add new node/category API 2020-09-07 00:06:41 +02:00
Lubos Lenco 5c1b55d221
Merge pull request #1839 from niacdoial/master
fixed a backwards compatibility problem with a node from before armory 2020.09
2020-09-05 10:39:41 +02:00
Lubos Lenco f86491000c
Merge pull request #1838 from knowledgenude/master
Fix rigid bodies continuing to move when parented
2020-09-05 09:59:14 +02:00
knowledgenude b178655487
Fix rigid bodies continuing to move when parented
This fixes one more bug from here: https://github.com/armory3d/armory/issues/1830

I don't know if this is a correct fix, but solved a problem for me.

One last bug that stills is the rigid body in "random" places when parented. To fix this, when the rigid body (no matter if active or passive) is parented, it must have Animated checkbox checked. I don't know how to do this. This will solve all problems related to it, except the "Keep Transform" unchecked one.
2020-09-04 20:50:46 -03:00
Lubos Lenco 86ebf8ef05
Merge pull request #1834 from MoritzBrueckner/spawn-collection
Add SpawnCollection node
2020-09-04 10:08:38 +02:00
Lubos Lenco 728706e7f5
Merge pull request #1836 from MoritzBrueckner/set-camera-nodes
Rename camera nodes (no longer duplicate names)
2020-09-04 09:38:37 +02:00
Lubos Lenco e00a625b6f
Merge pull request #1833 from QuantumCoderQC/master
Apply tansform for RigidBody if Keep Transform
2020-09-04 09:37:21 +02:00
Moritz Brückner a344209a79 Small format improvement 2020-09-03 22:50:35 +02:00
Moritz Brückner 720967c5d5 Remove duplicate naming from camera nodes 2020-09-03 22:50:02 +02:00
Moritz Brückner 1dbbc05557 Add SpawnCollection node 2020-09-03 18:53:19 +02:00
Moritz Brückner 5429a56e7a Fix logic node export of None type properties 2020-09-03 18:49:23 +02:00
niacdoial 8d6f44a34c fixed a backwards compatibility problem with armory < 2020.09 (pre-17daabeb29dfb0a5cc8b4bef840b02b9f83f409d to be exact)
(in that that commit, I tried to make so the new code could use pre-existing nodes without problem, but it seems I partially failed)
2020-09-03 18:18:57 +02:00
QuantumCoderQC 87ab504a61 Apply tansform for RigidBody if Keep Transform 2020-09-03 15:14:01 +02:00
Lubos Lenco cee7935093
Merge pull request #1828 from Naxela/master
Fix for OpenCV installation
2020-09-01 18:14:57 +02:00
Alexander ea5219e67d Fix for OpenCV installation 2020-09-01 18:06:35 +02:00
luboslenco 03077030f0 Bump version 2020-09-01 10:46:54 +02:00
Lubos Lenco 1bf56ba960
Merge pull request #1827 from armory3d/lightmapper
Lightmapper
2020-09-01 10:41:49 +02:00
Lubos Lenco 2139bdfce3
Merge pull request #1826 from Naxela/lightmapper
Lightmapper
2020-09-01 09:43:40 +02:00
Lubos Lenco 5e2074a58c
Merge pull request #1821 from niacdoial/master
Improved quaternion and angle handling in logic nodes (+2bugfixes)
2020-08-30 20:34:05 +02:00
Alexander 607f4e7b33 Update to 0.3.2.0 2020-08-30 18:34:59 +02:00
niacdoial 17daabeb29 Improved quaternion and angle handling in logic nodes (+2bugfixes)
- Made so all nodes outputting a quaternion object also output it as a XYZ (vector) + W (float) combination
- Modernized the interface of the "Action/Rotate Object" node, to align on the newer "Action/Set Rotation" node interface  ("Action/Rotate Object Along Axis" is now depreciated, but still usable)
- Fixed a blender-side-only bug with the "Logic/Switch" node (...which technically could have lead to a compile-time problem if exploited the right way)
- Fixed a bug on the "Action/Set Rotation" node: now, quaternion input is automatically normalized in order to avoid accidental scaling
- Added a "Value/Separate Quaternion" node
- Made so the names of some sockets change in the "Set Rotation" and "Rotate Object" nodes, so they adapt to those nodes' input types.
  (Same thing with "Value/Vector From Transform"'s output type)
2020-08-30 15:50:06 +02:00
Lubos Lenco a4f7030ef8
Merge pull request #1817 from MoritzBrueckner/shaderdata-sampler2d
Add sampler2D access to ShaderData node
2020-08-28 17:38:47 +02:00