1552 lines
55 KiB
Python
1552 lines
55 KiB
Python
import bpy
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import webbrowser
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from bpy.types import Menu, Panel, UIList
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from bpy.props import *
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import arm.utils
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import arm.make as make
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import arm.make_state as state
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import arm.assets as assets
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import arm.log as log
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import arm.proxy
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import arm.api
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# Menu in object region
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class ObjectPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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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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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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row = layout.row()
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row.prop(obj, 'arm_export')
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if not obj.arm_export:
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return
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row.prop(obj, 'arm_spawn')
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row = layout.row()
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row.prop(obj, 'arm_mobile')
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row.prop(obj, 'arm_animation_enabled')
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if obj.type == 'MESH':
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layout.prop(obj, 'arm_instanced')
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if obj.arm_instanced:
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layout.label('Location')
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column = layout.column()
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column.prop(obj, 'arm_instanced_loc_x')
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column.prop(obj, 'arm_instanced_loc_y')
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column.prop(obj, 'arm_instanced_loc_z')
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# layout.label('Rotation')
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# row = layout.row()
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# row.prop(obj, 'arm_instanced')
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# row.prop(obj, 'arm_instanced')
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# row.prop(obj, 'arm_instanced')
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# layout.label('Scale')
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# row = layout.row()
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# row.prop(obj, 'arm_instanced')
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# row.prop(obj, 'arm_instanced')
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# row.prop(obj, 'arm_instanced')
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wrd = bpy.data.worlds['Arm']
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layout.prop_search(obj, "arm_tilesheet", wrd, "arm_tilesheetlist", "Tilesheet")
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if obj.arm_tilesheet != '':
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selected_ts = None
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for ts in wrd.arm_tilesheetlist:
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if ts.name == obj.arm_tilesheet:
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selected_ts = ts
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break
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layout.prop_search(obj, "arm_tilesheet_action", selected_ts, "arm_tilesheetactionlist", "Action")
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class ModifiersPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "modifier"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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layout.operator("arm.invalidate_cache")
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# Assume as first modifier
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if len(obj.modifiers) > 0 and obj.modifiers[0].type == 'OCEAN':
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_base_color')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_water_color')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_fade')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_amplitude')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_height')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_choppy')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_speed')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_freq')
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layout.prop(bpy.data.worlds['Arm'], 'arm_ocean_fade')
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class ParticlesPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "particle"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.particle_system
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if obj == None:
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return
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layout.prop(obj.settings, 'arm_loop')
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layout.prop(obj.settings, 'arm_gpu_sim')
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layout.prop(obj.settings, 'arm_count_mult')
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class PhysicsPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "physics"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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if obj.rigid_body != None:
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# use_deactivation = obj.rigid_body.use_deactivation
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# layout.prop(obj.rigid_body, 'use_deactivation')
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# row = layout.row()
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# row.enabled = use_deactivation
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# row.prop(obj, 'arm_rb_deactivation_time')
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layout.prop(obj, 'arm_rb_linear_factor')
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layout.prop(obj, 'arm_rb_angular_factor')
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layout.prop(obj, 'arm_rb_trigger')
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layout.prop(obj, 'arm_rb_terrain')
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layout.prop(obj, 'arm_rb_force_deactivation')
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if obj.soft_body != None:
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layout.prop(obj, 'arm_soft_body_margin')
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# Menu in data region
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class DataPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "data"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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wrd = bpy.data.worlds['Arm']
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if obj.type == 'CAMERA':
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layout.prop(obj.data, 'arm_frustum_culling')
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layout.prop(obj.data, 'arm_render_to_texture')
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col = layout.column()
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col.enabled = obj.data.arm_render_to_texture
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row = col.row(align=True)
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row.label('Resolution')
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row.prop(obj.data, 'arm_texture_resolution_x')
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row.prop(obj.data, 'arm_texture_resolution_y')
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elif obj.type == 'MESH' or obj.type == 'FONT' or obj.type == 'META':
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row = layout.row(align=True)
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row.prop(obj.data, 'arm_dynamic_usage')
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row.prop(obj.data, 'arm_compress')
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# if obj.type == 'MESH':
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# layout.prop(obj.data, 'arm_sdfgen')
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layout.operator("arm.invalidate_cache")
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elif obj.type == 'LAMP':
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row = layout.row(align=True)
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col = row.column()
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col.prop(obj.data, 'arm_clip_start')
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col.prop(obj.data, 'arm_clip_end')
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col = row.column()
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col.prop(obj.data, 'arm_fov')
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col.prop(obj.data, 'arm_shadows_bias')
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if obj.data.type == 'POINT':
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layout.prop(obj.data, 'arm_omni_shadows')
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col = layout.column()
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col.enabled = obj.data.arm_omni_shadows
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col.prop(wrd, 'arm_pcfsize')
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layout.prop(wrd, 'arm_lamp_texture')
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layout.prop(wrd, 'arm_lamp_ies_texture')
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layout.prop(wrd, 'arm_lamp_clouds_texture')
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elif obj.type == 'SPEAKER':
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layout.prop(obj.data, 'arm_play_on_start')
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layout.prop(obj.data, 'arm_loop')
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layout.prop(obj.data, 'arm_stream')
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elif obj.type == 'ARMATURE':
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layout.prop(obj.data, 'arm_compress')
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class ScenePropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "scene"
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def draw(self, context):
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layout = self.layout
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scene = bpy.context.scene
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if scene == None:
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return
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row = layout.row()
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column = row.column()
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row.prop(scene, 'arm_export')
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row.prop(scene, 'arm_compress')
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# column.prop(scene, 'arm_gp_export')
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# columnb = column.column()
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# columnb.enabled = scene.arm_gp_export
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# columnb.operator('arm.invalidate_gp_cache')
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class InvalidateCacheButton(bpy.types.Operator):
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'''Delete cached mesh data'''
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bl_idname = "arm.invalidate_cache"
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bl_label = "Invalidate Cache"
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def execute(self, context):
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context.object.data.arm_cached = False
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return{'FINISHED'}
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class InvalidateMaterialCacheButton(bpy.types.Operator):
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'''Delete cached material data'''
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bl_idname = "arm.invalidate_material_cache"
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bl_label = "Invalidate Cache"
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def execute(self, context):
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context.material.is_cached = False
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return{'FINISHED'}
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class InvalidateGPCacheButton(bpy.types.Operator):
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'''Delete cached grease pencil data'''
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bl_idname = "arm.invalidate_gp_cache"
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bl_label = "Invalidate GP Cache"
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def execute(self, context):
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if context.scene.grease_pencil != None:
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context.scene.grease_pencil.arm_cached = False
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return{'FINISHED'}
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class MaterialPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "material"
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def draw(self, context):
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layout = self.layout
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mat = bpy.context.material
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if mat == None:
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return
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row = layout.row()
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column = row.column()
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column.prop(mat, 'arm_cast_shadow')
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column.prop(mat, 'arm_receive_shadow')
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column.separator()
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column.prop(mat, 'arm_two_sided')
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columnb = column.column()
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columnb.enabled = not mat.arm_two_sided
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columnb.prop(mat, 'arm_cull_mode')
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column = row.column()
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column.prop(mat, 'arm_overlay')
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column.prop(mat, 'arm_decal')
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column.separator()
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column.prop(mat, 'arm_discard')
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columnb = column.column()
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columnb.enabled = mat.arm_discard
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columnb.prop(mat, 'arm_discard_opacity')
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columnb.prop(mat, 'arm_discard_opacity_shadows')
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layout.separator()
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row = layout.row()
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column = row.column()
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column.prop(mat, 'arm_tess')
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columnb = column.column()
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columnb.enabled = mat.arm_tess
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columnb.prop(mat, 'arm_tess_inner')
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columnb.prop(mat, 'arm_tess_outer')
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column = row.column()
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column.prop(mat, 'arm_tess_shadows')
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columnb = column.column()
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columnb.enabled = mat.arm_tess_shadows
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columnb.prop(mat, 'arm_tess_shadows_inner')
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columnb.prop(mat, 'arm_tess_shadows_outer')
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layout.prop(mat, 'arm_custom_material')
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layout.prop(mat, 'arm_skip_context')
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layout.prop(mat, 'arm_material_id')
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layout.prop(mat, 'arm_billboard')
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layout.prop(mat, 'arm_particle')
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if mat.arm_particle == 'gpu':
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layout.prop(mat, 'arm_particle_fade')
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row = layout.row()
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row.prop(mat, 'arm_tilesheet_mat')
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row.prop(mat, 'arm_blending')
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layout.operator("arm.invalidate_material_cache")
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class WorldPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "world"
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def draw(self, context):
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layout = self.layout
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wrd = bpy.data.worlds['Arm']
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layout.prop(wrd, 'arm_irradiance')
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row = layout.row()
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row.enabled = wrd.arm_irradiance
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column = row.column()
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column.prop(wrd, 'arm_radiance')
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columnb = column.column()
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columnb.enabled = wrd.arm_radiance
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columnb.prop(wrd, 'arm_radiance_size')
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column = row.column()
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column.prop(wrd, 'arm_radiance_sky')
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class ArmoryPlayerPanel(bpy.types.Panel):
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bl_label = "Armory Player"
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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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def draw(self, context):
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layout = self.layout
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wrd = bpy.data.worlds['Arm']
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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if state.playproc == None and state.compileproc == None:
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row.operator("arm.play", icon="PLAY")
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else:
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row.operator("arm.stop", icon="MESH_PLANE")
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if state.playproc == None and state.krom_running == False:
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row.operator("arm.build")
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else:
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row.operator("arm.patch")
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row.operator("arm.clean_menu")
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layout.prop(wrd, 'arm_play_runtime')
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layout.prop(wrd, 'arm_play_camera')
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class ArmoryRenderPanel(bpy.types.Panel):
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bl_label = "Armory Render"
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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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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("arm.render", icon="RENDER_STILL")
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row.operator("arm.render_anim", icon="RENDER_ANIMATION")
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layout.prop(bpy.data.worlds['Arm'], "rp_rendercapture_format")
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if bpy.context.scene != None:
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layout.prop(bpy.context.scene.render, "filepath")
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class ArmoryExporterPanel(bpy.types.Panel):
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bl_label = "Armory Exporter"
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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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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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wrd = bpy.data.worlds['Arm']
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("arm.build_project")
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row.operator("arm.patch_project")
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row.operator("arm.publish_project")
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row.enabled = wrd.arm_exporterlist_index >= 0 and len(wrd.arm_exporterlist) > 0
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rows = 2
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if len(wrd.arm_exporterlist) > 1:
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rows = 4
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row = layout.row()
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row.template_list("ArmExporterList", "The_List", wrd, "arm_exporterlist", wrd, "arm_exporterlist_index", rows=rows)
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col = row.column(align=True)
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col.operator("arm_exporterlist.new_item", icon='ZOOMIN', text="")
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col.operator("arm_exporterlist.delete_item", icon='ZOOMOUT', text="")
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if wrd.arm_exporterlist_index >= 0 and len(wrd.arm_exporterlist) > 0:
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item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
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layout.prop(item, 'arm_project_target')
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layout.prop(item, arm.utils.target_to_gapi(item.arm_project_target))
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wrd.arm_rpcache_list.clear() # Make UIList work with prop_search()
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for i in wrd.arm_rplist:
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wrd.arm_rpcache_list.add().name = i.name
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layout.prop_search(item, "arm_project_rp", wrd, "arm_rpcache_list", "Render Path")
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if item.arm_project_scene == '':
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item.arm_project_scene = bpy.data.scenes[0].name
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layout.prop_search(item, 'arm_project_scene', bpy.data, 'scenes', 'Scene')
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layout.separator()
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layout.prop(wrd, 'arm_project_name')
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layout.prop(wrd, 'arm_project_package')
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layout.prop(wrd, 'arm_project_version')
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class ArmoryProjectPanel(bpy.types.Panel):
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bl_label = "Armory Project"
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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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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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wrd = bpy.data.worlds['Arm']
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row = layout.row(align=True)
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row.operator("arm.kode_studio")
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row.operator("arm.open_project_folder")
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layout.label('Build:')
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row = layout.row()
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col = row.column()
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col.prop(wrd, 'arm_play_console')
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col.prop(wrd, 'arm_stream_scene')
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if arm.utils.with_krom():
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col.prop(wrd, 'arm_play_live_patch')
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colb = col.column()
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colb.enabled = wrd.arm_play_live_patch
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colb.prop(wrd, 'arm_play_auto_build')
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col = row.column()
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col.prop(wrd, 'arm_cache_shaders')
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col.prop(wrd, 'arm_cache_compiler')
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col.prop(wrd, 'arm_gpu_processing')
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layout.label('Flags:')
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row = layout.row()
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col = row.column()
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col.prop(wrd, 'arm_batch_meshes')
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col.prop(wrd, 'arm_batch_materials')
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col.prop(wrd, 'arm_sampled_animation')
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col.prop(wrd, 'arm_dce')
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col.prop(wrd, 'arm_asset_compression')
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col.prop(wrd, 'arm_minify_js')
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col = row.column()
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col.prop(wrd, 'arm_minimize')
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col.prop(wrd, 'arm_optimize_mesh')
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col.prop(wrd, 'arm_deinterleaved_buffers')
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col.prop(wrd, 'arm_export_tangents')
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col.prop(wrd, 'arm_write_config')
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layout.label('Window:')
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row = layout.row()
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col = row.column()
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col.prop(wrd, 'arm_vsync')
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col.prop(wrd, 'arm_loadscreen')
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col.prop(wrd, 'arm_winmode')
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col = row.column()
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col.prop(wrd, 'arm_winresize')
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row = col.row()
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row.enabled = wrd.arm_winresize
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row.prop(wrd, 'arm_winmaximize')
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col.prop(wrd, 'arm_winminimize')
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layout.prop(wrd, 'arm_winorient')
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layout.label('Assets:')
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layout.prop(wrd, 'arm_texture_quality')
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layout.prop(wrd, 'arm_sound_quality')
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|
|
layout.separator()
|
|
layout.label('Modules:')
|
|
layout.prop(wrd, 'arm_audio')
|
|
layout.prop(wrd, 'arm_physics')
|
|
layout.prop(wrd, 'arm_navigation')
|
|
layout.prop(wrd, 'arm_ui')
|
|
layout.prop(wrd, 'arm_hscript')
|
|
layout.prop(wrd, 'arm_formatlib')
|
|
|
|
layout.separator()
|
|
layout.prop_search(wrd, 'arm_khafile', bpy.data, 'texts', 'Khafile')
|
|
layout.prop_search(wrd, 'arm_khamake', bpy.data, 'texts', 'Khamake')
|
|
layout.prop(wrd, 'arm_project_root')
|
|
|
|
layout.label('Armory v' + wrd.arm_version)
|
|
|
|
class ArmVirtualInputPanel(bpy.types.Panel):
|
|
bl_label = "Armory Virtual Input"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
class ArmNavigationPanel(bpy.types.Panel):
|
|
bl_label = "Armory Navigation"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "scene"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = bpy.context.scene
|
|
if scene == None:
|
|
return
|
|
|
|
layout.operator("arm.generate_navmesh")
|
|
|
|
class ArmoryGenerateNavmeshButton(bpy.types.Operator):
|
|
'''Generate navmesh from selected meshes'''
|
|
bl_idname = 'arm.generate_navmesh'
|
|
bl_label = 'Generate Navmesh'
|
|
|
|
def execute(self, context):
|
|
obj = context.active_object
|
|
if obj == None or obj.type != 'MESH':
|
|
return{'CANCELLED'}
|
|
|
|
# TODO: build tilecache here
|
|
|
|
# Navmesh trait
|
|
obj.arm_traitlist.add()
|
|
obj.arm_traitlist[-1].type_prop = 'Bundled Script'
|
|
obj.arm_traitlist[-1].class_name_prop = 'NavMesh'
|
|
|
|
# For visualization
|
|
bpy.ops.mesh.navmesh_make('EXEC_DEFAULT')
|
|
obj = context.active_object
|
|
obj.hide_render = True
|
|
obj.arm_export = False
|
|
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPlayButton(bpy.types.Operator):
|
|
'''Launch player in new window'''
|
|
bl_idname = 'arm.play'
|
|
bl_label = 'Play'
|
|
|
|
def execute(self, context):
|
|
if state.compileproc != None:
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
rpdat = arm.utils.get_rp()
|
|
if rpdat.rp_rendercapture == True:
|
|
rpdat.rp_rendercapture = False
|
|
|
|
state.is_export = False
|
|
assets.invalidate_enabled = False
|
|
make.play_project(False)
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPlayInViewportButton(bpy.types.Operator):
|
|
'''Launch player in 3D viewport'''
|
|
bl_idname = 'arm.play_in_viewport'
|
|
bl_label = 'Play in Viewport'
|
|
|
|
def execute(self, context):
|
|
if state.compileproc != None:
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
if context.area == None:
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
rpdat = arm.utils.get_rp()
|
|
if rpdat.rp_rendercapture == True:
|
|
rpdat.rp_rendercapture = False
|
|
|
|
state.is_export = False
|
|
assets.invalidate_enabled = False
|
|
if state.playproc == None and state.krom_running == False:
|
|
if context.area.type != 'VIEW_3D':
|
|
return {"CANCELLED"}
|
|
# Cancel viewport render
|
|
for space in context.area.spaces:
|
|
if space.type == 'VIEW_3D':
|
|
if space.viewport_shade == 'RENDERED':
|
|
space.viewport_shade = 'SOLID'
|
|
break
|
|
make.play_project(True)
|
|
else:
|
|
make.play_project(True)
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryStopButton(bpy.types.Operator):
|
|
'''Stop currently running player'''
|
|
bl_idname = 'arm.stop'
|
|
bl_label = 'Stop'
|
|
|
|
def execute(self, context):
|
|
make.stop_project()
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryBuildButton(bpy.types.Operator):
|
|
'''Build and compile project'''
|
|
bl_idname = 'arm.build'
|
|
bl_label = 'Build'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
state.target = make.runtime_to_target(in_viewport=False)
|
|
state.is_export = False
|
|
assets.invalidate_enabled = False
|
|
make.build_project()
|
|
make.compile_project(watch=True)
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryBuildProjectButton(bpy.types.Operator):
|
|
'''Build and compile project'''
|
|
bl_idname = 'arm.build_project'
|
|
bl_label = 'Build'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_projectpath(self)
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
wrd = bpy.data.worlds['Arm']
|
|
item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
|
|
if item.arm_project_rp == '':
|
|
item.arm_project_rp = wrd.arm_rplist[wrd.arm_rplist_index].name
|
|
# Assume unique rp names
|
|
rplist_index = wrd.arm_rplist_index
|
|
for i in range(0, len(wrd.arm_rplist)):
|
|
if wrd.arm_rplist[i].name == item.arm_project_rp:
|
|
wrd.arm_rplist_index = i
|
|
break
|
|
state.target = item.arm_project_target
|
|
state.is_export = True
|
|
assets.invalidate_shader_cache(None, None)
|
|
assets.invalidate_enabled = False
|
|
make.build_project()
|
|
make.compile_project(watch=True)
|
|
state.is_export = False
|
|
wrd.arm_rplist_index = rplist_index
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPatchProjectButton(bpy.types.Operator):
|
|
'''
|
|
Build/compile project without generating project files.
|
|
This allows iterating faster on native platforms since project file is not reloaded.
|
|
'''
|
|
bl_idname = 'arm.patch_project'
|
|
bl_label = 'Patch'
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
self.report({'INFO'}, 'Patching project, check console for details.')
|
|
|
|
arm.utils.check_projectpath(self)
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
wrd = bpy.data.worlds['Arm']
|
|
item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
|
|
if item.arm_project_rp == '':
|
|
item.arm_project_rp = wrd.arm_rplist[wrd.arm_rplist_index].name
|
|
# Assume unique rp names
|
|
rplist_index = wrd.arm_rplist_index
|
|
for i in range(0, len(wrd.arm_rplist)):
|
|
if wrd.arm_rplist[i].name == item.arm_project_rp:
|
|
wrd.arm_rplist_index = i
|
|
break
|
|
|
|
#make.clean_project()
|
|
state.target = item.arm_project_target
|
|
state.is_export = True
|
|
assets.invalidate_enabled = False
|
|
make.build_project(is_publish=True)
|
|
make.compile_project(no_project_file=True)
|
|
state.is_export = False
|
|
wrd.arm_rplist_index = rplist_index
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPublishProjectButton(bpy.types.Operator):
|
|
'''Build project ready for publishing'''
|
|
bl_idname = 'arm.publish_project'
|
|
bl_label = 'Publish'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
self.report({'INFO'}, 'Publishing project, check console for details.')
|
|
|
|
arm.utils.check_projectpath(self)
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
wrd = bpy.data.worlds['Arm']
|
|
item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
|
|
if item.arm_project_rp == '':
|
|
item.arm_project_rp = wrd.arm_rplist[wrd.arm_rplist_index].name
|
|
# Assume unique rp names
|
|
rplist_index = wrd.arm_rplist_index
|
|
for i in range(0, len(wrd.arm_rplist)):
|
|
if wrd.arm_rplist[i].name == item.arm_project_rp:
|
|
wrd.arm_rplist_index = i
|
|
break
|
|
|
|
make.clean_project()
|
|
state.target = item.arm_project_target
|
|
state.is_export = True
|
|
assets.invalidate_enabled = False
|
|
make.build_project(is_publish=True)
|
|
make.compile_project(watch=True)
|
|
state.is_export = False
|
|
wrd.arm_rplist_index = rplist_index
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPatchButton(bpy.types.Operator):
|
|
'''Update currently running player instance'''
|
|
bl_idname = 'arm.patch'
|
|
bl_label = 'Patch'
|
|
|
|
def execute(self, context):
|
|
assets.invalidate_enabled = False
|
|
make.play_project(True)
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryOpenProjectFolderButton(bpy.types.Operator):
|
|
'''Open project folder'''
|
|
bl_idname = 'arm.open_project_folder'
|
|
bl_label = 'Project Folder'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
webbrowser.open('file://' + arm.utils.get_fp())
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryKodeStudioButton(bpy.types.Operator):
|
|
'''Launch this project in Kode Studio'''
|
|
bl_idname = 'arm.kode_studio'
|
|
bl_label = 'Kode Studio'
|
|
bl_description = 'Open Project in Kode Studio'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.kode_studio()
|
|
return{'FINISHED'}
|
|
|
|
class CleanMenu(bpy.types.Menu):
|
|
bl_label = "Ok?"
|
|
bl_idname = "OBJECT_MT_clean_menu"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.operator("arm.clean_project")
|
|
|
|
class CleanButtonMenu(bpy.types.Operator):
|
|
'''Clean cached data'''
|
|
bl_label = "Clean"
|
|
bl_idname = "arm.clean_menu"
|
|
|
|
def execute(self, context):
|
|
bpy.ops.wm.call_menu(name=CleanMenu.bl_idname)
|
|
return {"FINISHED"}
|
|
|
|
class ArmoryCleanProjectButton(bpy.types.Operator):
|
|
'''Delete all cached project data'''
|
|
bl_idname = 'arm.clean_project'
|
|
bl_label = 'Clean Project'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
make.clean_project()
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryRenderButton(bpy.types.Operator):
|
|
'''Capture Armory output as render result'''
|
|
bl_idname = 'arm.render'
|
|
bl_label = 'Render'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
if state.playproc != None:
|
|
make.stop_project()
|
|
if bpy.data.worlds['Arm'].arm_play_runtime != 'Krom':
|
|
bpy.data.worlds['Arm'].arm_play_runtime = 'Krom'
|
|
rpdat = arm.utils.get_rp()
|
|
if rpdat.rp_rendercapture == False:
|
|
rpdat.rp_rendercapture = True
|
|
if rpdat.rp_antialiasing != 'TAA':
|
|
rpdat.rp_antialiasing = 'TAA'
|
|
assets.invalidate_enabled = False
|
|
make.get_render_result()
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryRenderAnimButton(bpy.types.Operator):
|
|
'''Capture Armory output as render result'''
|
|
bl_idname = 'arm.render_anim'
|
|
bl_label = 'Animation'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_engine(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_default_rp()
|
|
|
|
if state.playproc != None:
|
|
make.stop_project()
|
|
if bpy.data.worlds['Arm'].arm_play_runtime != 'Krom':
|
|
bpy.data.worlds['Arm'].arm_play_runtime = 'Krom'
|
|
rpdat = arm.utils.get_rp()
|
|
if rpdat.rp_rendercapture == False:
|
|
rpdat.rp_rendercapture = True
|
|
if rpdat.rp_antialiasing != 'TAA':
|
|
rpdat.rp_antialiasing = 'TAA'
|
|
assets.invalidate_enabled = False
|
|
make.get_render_anim_result()
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
# Play button in 3D View panel
|
|
def draw_view3d_header(self, context):
|
|
layout = self.layout
|
|
if state.playproc == None and state.compileproc == None:
|
|
if arm.utils.with_krom():
|
|
layout.operator("arm.play_in_viewport", icon="PLAY")
|
|
else:
|
|
layout.operator("arm.play", icon="PLAY")
|
|
else:
|
|
layout.operator("arm.stop", icon="MESH_PLANE")
|
|
|
|
# Info panel in header
|
|
def draw_info_header(self, context):
|
|
layout = self.layout
|
|
if 'Arm' not in bpy.data.worlds:
|
|
return
|
|
wrd = bpy.data.worlds['Arm']
|
|
if wrd.arm_progress < 100:
|
|
layout.prop(wrd, 'arm_progress')
|
|
if log.info_text != '':
|
|
layout.label(log.info_text)
|
|
|
|
class ArmRenderPathPanel(bpy.types.Panel):
|
|
bl_label = "Armory Render Path"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
rows = 2
|
|
if len(wrd.arm_rplist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ArmRPList", "The_List", wrd, "arm_rplist", wrd, "arm_rplist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_rplist.new_item", icon='ZOOMIN', text="")
|
|
col.operator("arm_rplist.delete_item", icon='ZOOMOUT', text="")
|
|
|
|
if wrd.arm_rplist_index >= 0 and len(wrd.arm_rplist) > 0:
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
if len(arm.api.drivers) > 0:
|
|
rpdat.rp_driver_list.clear()
|
|
rpdat.rp_driver_list.add().name = 'Armory'
|
|
for d in arm.api.drivers:
|
|
rpdat.rp_driver_list.add().name = arm.api.drivers[d]['driver_name']
|
|
layout.prop_search(rpdat, "rp_driver", rpdat, "rp_driver_list", "Driver")
|
|
layout.separator()
|
|
if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['draw_props'] != None:
|
|
arm.api.drivers[rpdat.rp_driver]['draw_props'](layout)
|
|
return
|
|
layout.prop(wrd, "rp_preset")
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_renderer")
|
|
if rpdat.rp_renderer == 'Forward':
|
|
layout.prop(rpdat, 'rp_depthprepass')
|
|
layout.prop(rpdat, "arm_material_model")
|
|
layout.prop(rpdat, "rp_shadowmap")
|
|
if rpdat.rp_shadowmap != 'Off':
|
|
layout.prop(rpdat, "rp_shadowmap_cascades")
|
|
layout.prop(rpdat, "rp_translucency_state")
|
|
layout.prop(rpdat, "rp_overlays_state")
|
|
layout.prop(rpdat, "rp_decals_state")
|
|
layout.prop(rpdat, "rp_sss_state")
|
|
layout.prop(rpdat, "rp_blending_state")
|
|
layout.prop(rpdat, "rp_background")
|
|
layout.prop(rpdat, 'rp_gi')
|
|
if rpdat.rp_gi != 'Off':
|
|
layout.prop(rpdat, 'rp_voxelgi_resolution')
|
|
layout.prop(rpdat, 'rp_voxelgi_resolution_z')
|
|
layout.prop(rpdat, 'arm_voxelgi_dimensions')
|
|
layout.prop(rpdat, 'arm_voxelgi_revoxelize')
|
|
if rpdat.arm_voxelgi_revoxelize:
|
|
layout.prop(rpdat, 'arm_voxelgi_camera')
|
|
layout.prop(rpdat, 'arm_voxelgi_temporal')
|
|
if rpdat.rp_gi == 'Voxel GI':
|
|
layout.prop(rpdat, 'arm_voxelgi_refraction')
|
|
# layout.prop(rpdat, 'arm_voxelgi_emission')
|
|
# layout.prop(rpdat, 'arm_voxelgi_anisotropic')
|
|
layout.prop(rpdat, 'arm_voxelgi_shadows')
|
|
layout.prop(rpdat, 'rp_voxelgi_hdr')
|
|
layout.prop(rpdat, 'arm_voxelgi_bounces')
|
|
layout.separator()
|
|
|
|
layout.prop(rpdat, "rp_hdr")
|
|
layout.prop(rpdat, "rp_stereo")
|
|
# layout.prop(rpdat, "rp_greasepencil")
|
|
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_render_to_texture")
|
|
if rpdat.rp_render_to_texture:
|
|
layout.prop(rpdat, "rp_supersampling")
|
|
layout.prop(rpdat, "rp_antialiasing")
|
|
layout.prop(rpdat, "rp_compositornodes")
|
|
layout.prop(rpdat, "rp_autoexposure")
|
|
layout.prop(rpdat, "rp_volumetriclight")
|
|
layout.prop(rpdat, "rp_ssgi")
|
|
# layout.prop(wrd, 'arm_ssao_half_res')
|
|
layout.prop(rpdat, "rp_ssr")
|
|
if rpdat.rp_ssr:
|
|
layout.prop(rpdat, 'arm_ssr_half_res')
|
|
# layout.prop(rpdat, "rp_dfao")
|
|
# layout.prop(rpdat, "rp_dfrs")
|
|
# layout.prop(rpdat, "rp_dfgi")
|
|
layout.prop(rpdat, "rp_bloom")
|
|
layout.prop(rpdat, "rp_ocean")
|
|
# layout.prop(rpdat, "rp_eyeadapt")
|
|
layout.prop(rpdat, "rp_motionblur")
|
|
layout.prop(rpdat, 'arm_rp_resolution')
|
|
layout.prop(rpdat, 'rp_dynres')
|
|
|
|
layout.separator()
|
|
layout.prop(rpdat, 'arm_soft_shadows')
|
|
if rpdat.arm_soft_shadows != 'Off':
|
|
layout.prop(rpdat, 'arm_soft_shadows_penumbra')
|
|
layout.prop(rpdat, 'arm_soft_shadows_distance')
|
|
layout.prop(rpdat, 'arm_samples_per_pixel')
|
|
layout.prop(rpdat, 'arm_texture_filter')
|
|
layout.prop(rpdat, "arm_diffuse_model")
|
|
layout.prop(rpdat, 'arm_ssrs')
|
|
layout.prop(rpdat, 'arm_displacement')
|
|
layout.prop(rpdat, 'arm_clouds')
|
|
|
|
class ArmRenderPropsPanel(bpy.types.Panel):
|
|
bl_label = "Armory Render Props"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
wrd = bpy.data.worlds['Arm']
|
|
dat = bpy.data.worlds['Arm']
|
|
|
|
layout.prop(wrd, 'arm_tonemap')
|
|
layout.prop(wrd, 'arm_culling')
|
|
layout.prop(wrd, 'arm_two_sided_area_lamp')
|
|
layout.prop(wrd, 'arm_skin')
|
|
if wrd.arm_skin.startswith('GPU'):
|
|
layout.prop(wrd, 'arm_skin_max_bones_auto')
|
|
if not wrd.arm_skin_max_bones_auto:
|
|
layout.prop(wrd, 'arm_skin_max_bones')
|
|
|
|
layout.label('Shadows')
|
|
layout.prop(wrd, 'arm_shadowmap_split')
|
|
|
|
layout.label('Clouds')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_clouds_density')
|
|
row.prop(wrd, 'arm_clouds_size')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_clouds_lower')
|
|
row.prop(wrd, 'arm_clouds_upper')
|
|
layout.prop(wrd, 'arm_clouds_wind')
|
|
layout.prop(wrd, 'arm_clouds_secondary')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_clouds_precipitation')
|
|
row.prop(wrd, 'arm_clouds_eccentricity')
|
|
|
|
layout.label('Voxel GI')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_voxelgi_diff')
|
|
row.prop(wrd, 'arm_voxelgi_spec')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_voxelgi_occ')
|
|
row.prop(wrd, 'arm_voxelgi_env')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_voxelgi_step')
|
|
row.prop(wrd, 'arm_voxelgi_range')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_voxelgi_offset_diff')
|
|
row.prop(wrd, 'arm_voxelgi_offset_spec')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_voxelgi_offset_shadow')
|
|
row.prop(wrd, 'arm_voxelgi_offset_refract')
|
|
layout.prop(wrd, 'arm_voxelgi_cones')
|
|
|
|
layout.label('SSAO')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_ssao_size')
|
|
row.prop(wrd, 'arm_ssao_strength')
|
|
|
|
layout.label('SSGI')
|
|
layout.prop(wrd, 'arm_ssgi_rays')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_ssgi_strength')
|
|
row.prop(wrd, 'arm_ssgi_step_size')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_ssgi_max_steps')
|
|
|
|
layout.label('Bloom')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_bloom_threshold')
|
|
row.prop(wrd, 'arm_bloom_strength')
|
|
layout.prop(wrd, 'arm_bloom_radius')
|
|
|
|
layout.label('Motion Blur')
|
|
layout.prop(wrd, 'arm_motion_blur_intensity')
|
|
|
|
layout.label('SSR')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_ssr_ray_step')
|
|
row.prop(wrd, 'arm_ssr_min_ray_step')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_ssr_search_dist')
|
|
row.prop(wrd, 'arm_ssr_falloff_exp')
|
|
layout.prop(wrd, 'arm_ssr_jitter')
|
|
|
|
layout.label('SSS')
|
|
layout.prop(wrd, 'arm_sss_width')
|
|
|
|
layout.label('SSRS')
|
|
layout.prop(wrd, 'arm_ssrs_ray_step')
|
|
|
|
layout.label('Volumetric Light')
|
|
layout.prop(wrd, 'arm_volumetric_light_air_turbidity')
|
|
layout.prop(wrd, 'arm_volumetric_light_air_color')
|
|
layout.prop(wrd, 'arm_volumetric_light_steps')
|
|
|
|
layout.label('Compositor')
|
|
layout.prop(wrd, 'arm_letterbox')
|
|
layout.prop(wrd, 'arm_letterbox_size')
|
|
layout.prop(wrd, 'arm_grain')
|
|
layout.prop(wrd, 'arm_grain_strength')
|
|
layout.prop(wrd, 'arm_sharpen')
|
|
layout.prop(wrd, 'arm_sharpen_strength')
|
|
layout.prop(wrd, 'arm_fog')
|
|
layout.prop(wrd, 'arm_fog_color')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_fog_amounta')
|
|
row.prop(wrd, 'arm_fog_amountb')
|
|
layout.prop(wrd, 'arm_fisheye')
|
|
layout.prop(wrd, 'arm_vignette')
|
|
layout.prop(wrd, 'arm_lensflare')
|
|
layout.prop(wrd, 'arm_autoexposure_strength')
|
|
layout.prop(wrd, 'arm_lens_texture')
|
|
layout.prop(wrd, 'arm_lut_texture')
|
|
|
|
class ArmBakePanel(bpy.types.Panel):
|
|
bl_label = "Armory Bake"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
rows = 2
|
|
scn = context.scene
|
|
if len(scn.arm_bakelist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ArmBakeList", "The_List", scn, "arm_bakelist", scn, "arm_bakelist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_bakelist.new_item", icon='ZOOMIN', text="")
|
|
col.operator("arm_bakelist.delete_item", icon='ZOOMOUT', text="")
|
|
|
|
if scn.arm_bakelist_index >= 0 and len(scn.arm_bakelist) > 0:
|
|
item = scn.arm_bakelist[scn.arm_bakelist_index]
|
|
layout.prop_search(item, "object_name", scn, "objects", "Object")
|
|
|
|
layout.operator("arm.bake_textures", icon="RENDER_STILL")
|
|
|
|
class ArmBakeButton(bpy.types.Operator):
|
|
'''Bake textures for listed objects'''
|
|
bl_idname = 'arm.bake_textures'
|
|
bl_label = 'Bake'
|
|
|
|
def execute(self, context):
|
|
scn = context.scene
|
|
if len(scn.arm_bakelist) == 0:
|
|
return{'FINISHED'}
|
|
# Images for baking
|
|
for o in scn.arm_bakelist:
|
|
ob = scn.objects[o.object_name]
|
|
for slot in ob.material_slots:
|
|
mat = slot.material
|
|
img_name = "bake_" + mat.name
|
|
# Get image
|
|
if img_name in bpy.data.images:
|
|
img = bpy.data.images[img_name]
|
|
else:
|
|
img = bpy.data.images.new("bake_" + mat.name, 2048, 2048)
|
|
# Set image node
|
|
mat.use_nodes = True
|
|
nodes = mat.node_tree.nodes
|
|
if 'Baked Image' in nodes:
|
|
img_node = nodes['Baked Image']
|
|
else:
|
|
img_node = nodes.new('ShaderNodeTexImage')
|
|
img_node.name = 'Baked Image'
|
|
img_node.location = (100, 100)
|
|
img_node.image = img
|
|
img_node.select = True
|
|
nodes.active = img_node
|
|
# Bake
|
|
bpy.ops.object.select_all(action='DESELECT')
|
|
for o in scn.arm_bakelist:
|
|
scn.objects[o.object_name].select = True
|
|
scn.objects.active = scn.objects[scn.arm_bakelist[0].object_name]
|
|
# bpy.ops.uv.lightmap_pack("EXEC_SCREEN")
|
|
bpy.ops.object.bake('INVOKE_DEFAULT', type='COMBINED') # INVOKE_SCREEN
|
|
bpy.ops.object.select_all(action='DESELECT')
|
|
return{'FINISHED'}
|
|
|
|
class ArmGenLodButton(bpy.types.Operator):
|
|
'''Automatically generate LoD levels'''
|
|
bl_idname = 'arm.generate_lod'
|
|
bl_label = 'Auto Generate'
|
|
|
|
def lod_name(self, name, level):
|
|
return name + '_LOD' + str(level + 1)
|
|
|
|
def execute(self, context):
|
|
obj = context.object
|
|
if obj == None:
|
|
return{'CANCELLED'}
|
|
|
|
# Clear
|
|
mdata = context.object.data
|
|
mdata.arm_lodlist_index = 0
|
|
mdata.arm_lodlist.clear()
|
|
|
|
# Lod levels
|
|
wrd = bpy.data.worlds['Arm']
|
|
ratio = wrd.arm_lod_gen_ratio
|
|
num_levels = wrd.arm_lod_gen_levels
|
|
for level in range(0, num_levels):
|
|
new_obj = obj.copy()
|
|
for i in range(0, 3):
|
|
new_obj.location[i] = 0
|
|
new_obj.rotation_euler[i] = 0
|
|
new_obj.scale[i] = 1
|
|
new_obj.data = obj.data.copy()
|
|
new_obj.name = self.lod_name(obj.name, level)
|
|
new_obj.parent = obj
|
|
new_obj.hide = True
|
|
new_obj.hide_render = True
|
|
mod = new_obj.modifiers.new('Decimate', 'DECIMATE')
|
|
mod.ratio = ratio
|
|
ratio *= wrd.arm_lod_gen_ratio
|
|
context.scene.objects.link(new_obj)
|
|
|
|
# Screen sizes
|
|
for level in range(0, num_levels):
|
|
mdata.arm_lodlist.add()
|
|
mdata.arm_lodlist[-1].name = self.lod_name(obj.name, level)
|
|
mdata.arm_lodlist[-1].screen_size_prop = (1 - (1 / (num_levels + 1)) * level) - (1 / (num_levels + 1))
|
|
|
|
return{'FINISHED'}
|
|
|
|
class ArmLodPanel(bpy.types.Panel):
|
|
bl_label = "Armory Lod"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "object"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
obj = bpy.context.object
|
|
|
|
# Mesh only for now
|
|
if obj.type != 'MESH':
|
|
return
|
|
|
|
mdata = obj.data
|
|
|
|
rows = 2
|
|
if len(mdata.arm_lodlist) > 1:
|
|
rows = 4
|
|
|
|
row = layout.row()
|
|
row.template_list("ArmLodList", "The_List", mdata, "arm_lodlist", mdata, "arm_lodlist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_lodlist.new_item", icon='ZOOMIN', text="")
|
|
col.operator("arm_lodlist.delete_item", icon='ZOOMOUT', text="")
|
|
|
|
if mdata.arm_lodlist_index >= 0 and len(mdata.arm_lodlist) > 0:
|
|
item = mdata.arm_lodlist[mdata.arm_lodlist_index]
|
|
row = layout.row()
|
|
row.prop_search(item, "name", bpy.data, "objects", "Object")
|
|
row = layout.row()
|
|
row.prop(item, "screen_size_prop")
|
|
|
|
# Auto lod for meshes
|
|
if obj.type == 'MESH':
|
|
layout.separator()
|
|
layout.operator("arm.generate_lod")
|
|
wrd = bpy.data.worlds['Arm']
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_lod_gen_levels')
|
|
row.prop(wrd, 'arm_lod_gen_ratio')
|
|
|
|
layout.prop(mdata, "arm_lod_material")
|
|
|
|
class ArmTilesheetPanel(bpy.types.Panel):
|
|
bl_label = "Armory Tilesheet"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "object"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
rows = 2
|
|
if len(wrd.arm_tilesheetlist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ArmTilesheetList", "The_List", wrd, "arm_tilesheetlist", wrd, "arm_tilesheetlist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_tilesheetlist.new_item", icon='ZOOMIN', text="")
|
|
col.operator("arm_tilesheetlist.delete_item", icon='ZOOMOUT', text="")
|
|
|
|
if wrd.arm_tilesheetlist_index >= 0 and len(wrd.arm_tilesheetlist) > 0:
|
|
dat = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
|
|
row = layout.row()
|
|
row.prop(dat, "tilesx_prop")
|
|
row.prop(dat, "tilesy_prop")
|
|
layout.prop(dat, "framerate_prop")
|
|
|
|
layout.label('Actions')
|
|
rows = 2
|
|
if len(dat.arm_tilesheetactionlist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ArmTilesheetList", "The_List", dat, "arm_tilesheetactionlist", dat, "arm_tilesheetactionlist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_tilesheetactionlist.new_item", icon='ZOOMIN', text="")
|
|
col.operator("arm_tilesheetactionlist.delete_item", icon='ZOOMOUT', text="")
|
|
|
|
if dat.arm_tilesheetactionlist_index >= 0 and len(dat.arm_tilesheetactionlist) > 0:
|
|
adat = dat.arm_tilesheetactionlist[dat.arm_tilesheetactionlist_index]
|
|
row = layout.row()
|
|
row.prop(adat, "start_prop")
|
|
row.prop(adat, "end_prop")
|
|
layout.prop(adat, "loop_prop")
|
|
|
|
class ArmProxyPanel(bpy.types.Panel):
|
|
bl_label = "Armory Proxy"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "object"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.operator("arm.make_proxy")
|
|
obj = bpy.context.object
|
|
if obj != None and obj.proxy != None:
|
|
layout.label("Sync")
|
|
col = layout.column(align=True)
|
|
row = col.row(align=True)
|
|
row.prop(obj, "arm_proxy_sync_loc")
|
|
row.prop(obj, "arm_proxy_sync_rot")
|
|
row.prop(obj, "arm_proxy_sync_scale")
|
|
row = col.row(align=True)
|
|
row.prop(obj, "arm_proxy_sync_materials")
|
|
row.prop(obj, "arm_proxy_sync_modifiers")
|
|
row.prop(obj, "arm_proxy_sync_traits")
|
|
row = layout.row(align=True)
|
|
row.alignment = 'EXPAND'
|
|
row.operator("arm.proxy_toggle_all")
|
|
row.operator("arm.proxy_apply_all")
|
|
|
|
class ArmMakeProxyButton(bpy.types.Operator):
|
|
'''Create proxy from linked object'''
|
|
bl_idname = 'arm.make_proxy'
|
|
bl_label = 'Make Proxy'
|
|
|
|
def execute(self, context):
|
|
obj = context.object
|
|
if obj == None:
|
|
return{'CANCELLED'}
|
|
if obj.library == None:
|
|
self.report({'ERROR'}, 'Select linked object.')
|
|
arm.proxy.make(obj)
|
|
return{'FINISHED'}
|
|
|
|
class ArmProxyToggleAllButton(bpy.types.Operator):
|
|
bl_idname = 'arm.proxy_toggle_all'
|
|
bl_label = 'Toggle All'
|
|
def execute(self, context):
|
|
obj = context.object
|
|
b = not obj.arm_proxy_sync_loc
|
|
obj.arm_proxy_sync_loc = b
|
|
obj.arm_proxy_sync_rot = b
|
|
obj.arm_proxy_sync_scale = b
|
|
obj.arm_proxy_sync_materials = b
|
|
obj.arm_proxy_sync_modifiers = b
|
|
obj.arm_proxy_sync_traits = b
|
|
return{'FINISHED'}
|
|
|
|
class ArmProxyApplyAllButton(bpy.types.Operator):
|
|
bl_idname = 'arm.proxy_apply_all'
|
|
bl_label = 'Apply to All'
|
|
def execute(self, context):
|
|
for obj in bpy.data.objects:
|
|
if obj.proxy == None:
|
|
continue
|
|
if obj.proxy == context.object.proxy:
|
|
obj.arm_proxy_sync_loc = context.object.arm_proxy_sync_loc
|
|
obj.arm_proxy_sync_rot = context.object.arm_proxy_sync_rot
|
|
obj.arm_proxy_sync_scale = context.object.arm_proxy_sync_scale
|
|
obj.arm_proxy_sync_materials = context.object.arm_proxy_sync_materials
|
|
obj.arm_proxy_sync_modifiers = context.object.arm_proxy_sync_modifiers
|
|
obj.arm_proxy_sync_traits = context.object.arm_proxy_sync_traits
|
|
return{'FINISHED'}
|
|
|
|
class ArmSyncProxyButton(bpy.types.Operator):
|
|
bl_idname = 'arm.sync_proxy'
|
|
bl_label = 'Sync'
|
|
def execute(self, context):
|
|
if len(bpy.data.libraries) > 0:
|
|
for obj in bpy.data.objects:
|
|
if obj == None or obj.proxy == None:
|
|
continue
|
|
if obj.arm_proxy_sync_loc:
|
|
arm.proxy.sync_location(obj)
|
|
if obj.arm_proxy_sync_rot:
|
|
arm.proxy.sync_rotation(obj)
|
|
if obj.arm_proxy_sync_scale:
|
|
arm.proxy.sync_scale(obj)
|
|
if obj.arm_proxy_sync_materials:
|
|
arm.proxy.sync_materials(obj)
|
|
if obj.arm_proxy_sync_modifiers:
|
|
arm.proxy.sync_modifiers(obj)
|
|
if obj.arm_proxy_sync_traits:
|
|
arm.proxy.sync_traits(obj)
|
|
print('Armory: Proxy objects synchronized')
|
|
return{'FINISHED'}
|
|
|
|
class ArmPrintTraitsButton(bpy.types.Operator):
|
|
bl_idname = 'arm.print_traits'
|
|
bl_label = 'Print Traits'
|
|
def execute(self, context):
|
|
for s in bpy.data.scenes:
|
|
print(s.name + ' traits:')
|
|
for o in s.objects:
|
|
for t in o.arm_traitlist:
|
|
if not t.enabled_prop:
|
|
continue
|
|
tname = t.nodes_name_prop if t.type_prop == 'Logic Nodes' else t.class_name_prop
|
|
print('Object {0} - {1}'.format(o.name, tname))
|
|
return{'FINISHED'}
|
|
|
|
def register():
|
|
bpy.utils.register_class(ObjectPropsPanel)
|
|
bpy.utils.register_class(ModifiersPropsPanel)
|
|
bpy.utils.register_class(ParticlesPropsPanel)
|
|
bpy.utils.register_class(PhysicsPropsPanel)
|
|
bpy.utils.register_class(DataPropsPanel)
|
|
bpy.utils.register_class(ScenePropsPanel)
|
|
bpy.utils.register_class(InvalidateCacheButton)
|
|
bpy.utils.register_class(InvalidateMaterialCacheButton)
|
|
bpy.utils.register_class(InvalidateGPCacheButton)
|
|
bpy.utils.register_class(MaterialPropsPanel)
|
|
bpy.utils.register_class(WorldPropsPanel)
|
|
bpy.utils.register_class(ArmoryPlayerPanel)
|
|
bpy.utils.register_class(ArmoryRenderPanel)
|
|
bpy.utils.register_class(ArmoryExporterPanel)
|
|
bpy.utils.register_class(ArmoryProjectPanel)
|
|
bpy.utils.register_class(ArmRenderPathPanel)
|
|
bpy.utils.register_class(ArmRenderPropsPanel)
|
|
bpy.utils.register_class(ArmBakePanel)
|
|
# bpy.utils.register_class(ArmVirtualInputPanel)
|
|
bpy.utils.register_class(ArmoryPlayButton)
|
|
bpy.utils.register_class(ArmoryPlayInViewportButton)
|
|
bpy.utils.register_class(ArmoryStopButton)
|
|
bpy.utils.register_class(ArmoryBuildButton)
|
|
bpy.utils.register_class(ArmoryBuildProjectButton)
|
|
bpy.utils.register_class(ArmoryPatchProjectButton)
|
|
bpy.utils.register_class(ArmoryPatchButton)
|
|
bpy.utils.register_class(ArmoryOpenProjectFolderButton)
|
|
bpy.utils.register_class(ArmoryKodeStudioButton)
|
|
bpy.utils.register_class(CleanMenu)
|
|
bpy.utils.register_class(CleanButtonMenu)
|
|
bpy.utils.register_class(ArmoryCleanProjectButton)
|
|
bpy.utils.register_class(ArmoryPublishProjectButton)
|
|
bpy.utils.register_class(ArmoryRenderButton)
|
|
bpy.utils.register_class(ArmoryRenderAnimButton)
|
|
bpy.utils.register_class(ArmoryGenerateNavmeshButton)
|
|
bpy.utils.register_class(ArmNavigationPanel)
|
|
bpy.utils.register_class(ArmBakeButton)
|
|
bpy.utils.register_class(ArmGenLodButton)
|
|
bpy.utils.register_class(ArmLodPanel)
|
|
bpy.utils.register_class(ArmTilesheetPanel)
|
|
bpy.utils.register_class(ArmProxyPanel)
|
|
bpy.utils.register_class(ArmMakeProxyButton)
|
|
bpy.utils.register_class(ArmProxyToggleAllButton)
|
|
bpy.utils.register_class(ArmProxyApplyAllButton)
|
|
bpy.utils.register_class(ArmSyncProxyButton)
|
|
bpy.utils.register_class(ArmPrintTraitsButton)
|
|
|
|
bpy.types.VIEW3D_HT_header.append(draw_view3d_header)
|
|
bpy.types.INFO_HT_header.prepend(draw_info_header)
|
|
|
|
def unregister():
|
|
bpy.types.VIEW3D_HT_header.remove(draw_view3d_header)
|
|
bpy.types.INFO_HT_header.remove(draw_info_header)
|
|
|
|
bpy.utils.unregister_class(ObjectPropsPanel)
|
|
bpy.utils.unregister_class(ModifiersPropsPanel)
|
|
bpy.utils.unregister_class(ParticlesPropsPanel)
|
|
bpy.utils.unregister_class(PhysicsPropsPanel)
|
|
bpy.utils.unregister_class(DataPropsPanel)
|
|
bpy.utils.unregister_class(ScenePropsPanel)
|
|
bpy.utils.unregister_class(InvalidateCacheButton)
|
|
bpy.utils.unregister_class(InvalidateMaterialCacheButton)
|
|
bpy.utils.unregister_class(InvalidateGPCacheButton)
|
|
bpy.utils.unregister_class(MaterialPropsPanel)
|
|
bpy.utils.unregister_class(WorldPropsPanel)
|
|
bpy.utils.unregister_class(ArmoryPlayerPanel)
|
|
bpy.utils.unregister_class(ArmoryRenderPanel)
|
|
bpy.utils.unregister_class(ArmoryExporterPanel)
|
|
bpy.utils.unregister_class(ArmoryProjectPanel)
|
|
bpy.utils.unregister_class(ArmRenderPathPanel)
|
|
bpy.utils.unregister_class(ArmRenderPropsPanel)
|
|
bpy.utils.unregister_class(ArmBakePanel)
|
|
# bpy.utils.unregister_class(ArmVirtualInputPanel)
|
|
bpy.utils.unregister_class(ArmoryPlayButton)
|
|
bpy.utils.unregister_class(ArmoryPlayInViewportButton)
|
|
bpy.utils.unregister_class(ArmoryStopButton)
|
|
bpy.utils.unregister_class(ArmoryBuildButton)
|
|
bpy.utils.unregister_class(ArmoryBuildProjectButton)
|
|
bpy.utils.unregister_class(ArmoryPatchProjectButton)
|
|
bpy.utils.unregister_class(ArmoryPatchButton)
|
|
bpy.utils.unregister_class(ArmoryOpenProjectFolderButton)
|
|
bpy.utils.unregister_class(ArmoryKodeStudioButton)
|
|
bpy.utils.unregister_class(CleanMenu)
|
|
bpy.utils.unregister_class(CleanButtonMenu)
|
|
bpy.utils.unregister_class(ArmoryCleanProjectButton)
|
|
bpy.utils.unregister_class(ArmoryPublishProjectButton)
|
|
bpy.utils.unregister_class(ArmoryRenderButton)
|
|
bpy.utils.unregister_class(ArmoryRenderAnimButton)
|
|
bpy.utils.unregister_class(ArmoryGenerateNavmeshButton)
|
|
bpy.utils.unregister_class(ArmNavigationPanel)
|
|
bpy.utils.unregister_class(ArmBakeButton)
|
|
bpy.utils.unregister_class(ArmGenLodButton)
|
|
bpy.utils.unregister_class(ArmLodPanel)
|
|
bpy.utils.unregister_class(ArmTilesheetPanel)
|
|
bpy.utils.unregister_class(ArmProxyPanel)
|
|
bpy.utils.unregister_class(ArmMakeProxyButton)
|
|
bpy.utils.unregister_class(ArmProxyToggleAllButton)
|
|
bpy.utils.unregister_class(ArmProxyApplyAllButton)
|
|
bpy.utils.unregister_class(ArmSyncProxyButton)
|
|
bpy.utils.unregister_class(ArmPrintTraitsButton)
|