FIXES: - search_depth option for pie_import.py which will keep looking in parent dirs until it finds ./texpages. - still need info about one poly referencing the same point multiple times -- grim has informed me that this was done to achieve two-sided rendering instead of (or in addition to) the two-sided poly flag. however, while some instances of this do seem to be consistent with grim's explanation, not all are, which can probably be blamed on bugs in the original 3ds max exporter. since one cannot tell for sure whether it's a bug or not, i'm sticking with the current behavior of generating a fresh point for each duplicate found. - exporter makes a bad assumption that there should be one base directory to export each pie to. should be coupled with pie type detection with automatic suggestion of export dirs for each individual pie -- the "base directory" would then point to the general mod directory, from which proper subdirectories would be auto-selected based on pie type. NEW: - add a separate validation script and run it implicitly at the start of an export op. - add conf file to configure import/export vertex/poly maximums - add a pie_animate script to handle teamcolors and animation -- clone of pie slicer's functionality. - add snap-to options for dealing with multiple pies with connectors as a separate script. - along with snap-to, try to auto-detect the model's function (turret, body, etc) based on file path and name, but always giving the option to select - add an import option that allows the user to skip the texpage selection screen if the right texpage was found. - allow for blender-registry customization like the importer does. - like in the error display gui, show a "displayed lines" scroll indicator in the exporter's pie selection screen NEW (low priority): - add dirty mesh support. - add gridlines if possible: determined values to be .512 spacing, 6 lines (the blender -> python api doesn't seem to support setting these yet) - add translation support # vim: textwidth=79