texture handling for BsShaderProperty
Merge branch 'develop' of git@github.com:niftools/blender_nif_plugin.git into feature/BsShaderproperty
BsShaderProperty texture handler updates
Added functions to import, store, and export flag values for armature,
mesh, and bone objects. RE added fix for radius calculation on nipacked
nif.
More updates for BsShader process. Added BsShader Custom property menu
Finished Property and UI for BsShader
Reconnected bsxflag and upb to collision object, optimized polygon
import, much faster importing for meshes with large vertex count.
Updated texture import to support morrowind type nifs
Yet another tweak to the polygons import loop sequence to account for
duplicated and folded faces. Also added function for setting smooth on
Skinned mesh with no normal data such as skyrim body nifs.
Edit to upb import to apply it to the niftools custom property menu
Update to object flag handling objectflags for mesh, boneflags for
armature, bsxflag for root node, upb string importing and exporting
intact.
added a default closed option to the bsshader custom property list
renamed some flag variables and properties for clarity and to prevent
masking. nif root armature and bone now hold unique flags matching
original values.
Billboard track_to imports and target set to camera.
Advances to collision and rigid body import.
Slight adjustment to collision import ordering.
Updated collision import to use polygons and loops. Also made
considerable progress on rigid body and collision imported variables.
Redacted the non functional remove duplicate vertices for collision poly
generation. It's no longer needed.
updated import_nitristrips to use the unified face generation
code.
Added consistency flag import and custom value which now exports
properly. re applied select to collision import blocks, due to oops.
Added further checks and sets for importing consistency flags. Made
several changes to constraint import and export. removed unneeded custom
properties. rearranged root naming for export so that Scene Root name is
only applied to armature roots for appropriate nifs. updated UV block to
avoid twisting on final face