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Scene Link Failure #17

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ItsEasyActually opened this issue Jun 24, 2024 · 1 comment
Closed

Scene Link Failure #17

ItsEasyActually opened this issue Jun 24, 2024 · 1 comment
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@ItsEasyActually
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Blender has a small issues where it does not proactively remove linked libraries when it's running. As a result it's possible to end up in a situation where you cannot properly edit materials.

This often happens when performing a data cleanup (it's not consistent which may be more of a Blender issue) when nothing is actively using the SAShader. It ends up removed, but the library isn't unlinked. This causes users to be unable to work with the SAShader properly.

Best ways to fix this seem to be one of two options; first is to link the Scene from the blend file it's stored in. The other is to alter the check for linking the data to still attempt to import from the linked library even if it's found to still be loaded instead of not going through the linking process if the linked library is found.

@Justin113D Justin113D added the bug Something isn't working label Jun 24, 2024
@Justin113D Justin113D mentioned this issue Aug 6, 2024
Justin113D added a commit that referenced this issue Aug 6, 2024
## Additions
- Model and level can now be imported via drag & drop
- Model and level exporters added to collection exporters
- Setup batch to work around issues with current VSCode blender extension

## Changes
- Removed `Write Specular` option, as it leaving specular colors out was seemingly never needed in the first place (#24)
- `Automatic Node Attributes` changed to `Automatic Node Attribute mode`; Now a dropdown, defaults to "Missing", which fills in missing node attributes, instead of overriding them.
- Linking entire template scene now, instead of scene elements (#17)
- Auto updater dropped in favor of updating via repository
- PythonNET no longer gets installed via PIP, but shipped as a wheel
- improved addon reloading
- Updated setup batch
- Organized importer and exporter settings into panels

## Fixed issues
- #23
  - This is a bug on blenders end, and has only been worked around so far. As a consequence, normals may be messed up on exporting. This will be fixed once blender 4.2.1 releases
- Auto node attribute evaluation now comparing vectors with 0.0001 wiggleroom (#14)
- Optimizing polygons was able to result in strip-join sections getting lost (#21 & #22)
- Reading `MaterialBumpChunk` was broken (#18)
- #16
- #20
- LandEntrys from very old addon not migrating properly
- Models with too many polygons (not limited) but fitting vertex count (limited) crashed the exporter
- Color-only models with shape animations would break on export
@Justin113D
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Adjusted in release 2.2.0

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