Korman 0.07 Released
Posted: Fri Aug 31, 2018 9:18 pm
Seven months later, a random Korman 0.07 has appeared! Korman 0.07 represents 67 commits and approximately 2,700 lines of code changed from the previous version. The major new features for this release are the ability to export cameras to your age and a revamped Responder node tree. When you open your blend files with Korman 0.07, your old responders should be automatically updated to the new format. Please note that once you save a blend file, your Korman 0.07 trees will no longer work in older versions of Korman. Unfortunately, if you had any "Region Trigger Settings" nodes in your blend files, they will have to be completely recreated.
Changes in this release:
As part of this release, we squashed a few serious Blender-crashing bugs, one of which caused Blender to crash when unlinking nodes from one another. There is still a bug present that in some situations can cause Blender to crash when undoing, loading a blend, and making a new blend if certain Korman features are active. I have traced this bug deep into Blender itself and have crafted a fix. I plan to submit this as a patch to Blender itself, but I am uncertain if there will be another release of Blender 2.79 because the Blender developers are focused on their 2.80 release. If this is the case, I will make available a Windows build of blender that will incorporate this fix.
Please remember that Korman is still in beta (that's why the first number in the version is a zero)--don't shoot if there are bugs! In particular, I would be wary about utilizing the ability to set the gravity in a subworld. The gravity setting does different things on different engines and may not necessarily work the way you think it should
Changes in this release:
- Added the ability to compress lightmaps in the Textures file
- Added the ability to export cameras
- Added the ability to specify specific Plasma versions for pages to export to
- Added the ability to track Plasma games and export to them individually
- Added the image library modifier
- Fixed a crash in the exporter when specifying a Dynamic Text Map with Python texture nodes
- Fixed an infinite recursion issue in Python integer attribute nodes
- Fixed an issue in which Pass Index could cause geometry to be forgotten on export, crashing URU
- Fixed an issue in which Python texture attribute nodes would not display correctly
- Fixed an issue in which Region Trigger Settings nodes would never be exported
- Fixed an issue in which Responders linked to Python nodes would not notify the Python script when a state finishes executing
- Fixed an issue in which Responders would not advance correctly after an Animation Command message
- Fixed an issue in which the current selection would be lost on export
- Fixed an issue in which the export would fail with a "context failed" error message
- Fixed an issue in which sound file names would be changed on export
- Fixed a potential blender crash when unlinking node sockets
- Fixed another "No valid image found to bake to" issue with lightmapping
- Fixed baking lightmaps with materials marked "Receive Transparent"
- Fixed ladder detector regions being placed at the origin in PotS
- Reworked the Responder node tree to be more intuitive
As part of this release, we squashed a few serious Blender-crashing bugs, one of which caused Blender to crash when unlinking nodes from one another. There is still a bug present that in some situations can cause Blender to crash when undoing, loading a blend, and making a new blend if certain Korman features are active. I have traced this bug deep into Blender itself and have crafted a fix. I plan to submit this as a patch to Blender itself, but I am uncertain if there will be another release of Blender 2.79 because the Blender developers are focused on their 2.80 release. If this is the case, I will make available a Windows build of blender that will incorporate this fix.
Please remember that Korman is still in beta (that's why the first number in the version is a zero)--don't shoot if there are bugs! In particular, I would be wary about utilizing the ability to set the gravity in a subworld. The gravity setting does different things on different engines and may not necessarily work the way you think it should