This reads materials properly from Maya and expands on existing functionality to make this work properly.
aiTextureType_SHININESS no longer used as not appropriate for PBR texture as it is legacy.
This fix will be also present in assimp soon.
Tiny addition I personally found useful - this allows us to `var my_ref := weakref(null)` for nullable weak ref (with type hint!). When trying to test if `my_ref` is holding valid reference, we can just `if my_ref.get_ref():` instead of `if my_ref and my_ref.get_ref():` everywhere.
Before this patch, assert() only took the condition to assert on:
assert(item_data)
Now, it can optionally take a string that will be printed upon failure:
assert(item_data, item_name + " has no item data in ItemDatabase")
This makes it easier to immediately see what the issue is by being
able to write informative failure messages.
Thanks to @wiped1 for sharing their patch, upon which this is based.
Closes#17082
Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash.
This would make exported games unable to find the assemblies.
If you somehow end up with a Singleton.gd that looks like this:
extends Node
class_name Singleton
func foo():
pass
You will get an error when using it in another file:
extends Node2D
func _init():
# Parser Error: Non-static function "foo" can only be called from an instance.
Singleton.foo()
This error is confusing. This patch ensures that an error on the class_name line will be produced:
Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error.
Fixes#28187.
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
The PR did not use the ScriptCodeCompletionOption system introduced
later on, and somehow this did not generate a merge conflict even
though neighboring code was changed.
Obeyed CLANG format rules
Obeying CLANG format rules attempt 2
Obeying CLANG format rules attempt 3
Clean up
Fixed runaway while loop
Removed int initialization
Issues fixed:
- Updated assimp to latest and backported fixes into godot.
- Fixed file scale being ignored from FBX file.
- Fixed bone removal
- Implemented proper armature binding
- Fixed recursion not always going through the entire path
- Implemented assimp global scaling system
- Fixed assimp global scale process to support unit conversion
- Implemented proper fbx scaling
- Fixed asserts caused by missing faces in some models which could crash
- Fixed valid bone removal
- Fixed root node being overwriten by assimp which caused data loss
- Fixed armature construction so that it works with multiple roots
- Implemented basic support for FBX standard materials
- Refactoring to improve code quality and improve function reuse.
- Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone.
- Creating meshes is now done after hierarchy is created so that the skeleton is always available.
- Added support to assimp to support file scale in all formats which call SetFileScale.
- Many other fixes provided into assimp.
Known issues:
- FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks)
- Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node.
- When an animated mesh has not executed any animation the rest pose is wrong.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.
This changes the MethodInfo of:
- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
The WebSocketMultiplayerPeer was relaying the same message two times,
both in _server_relay and _process_multiplayer (which was only supposed
to store the packet, given the server was one of the destination).
_process_multiplayer now only store the packet, and calls _server_relay
which will relay the message to other clients if needed.
When relaying messages in multiplayer mode.
Could cause a crash in case a malicious client sends a bogus packet and
for those cases where a peer has just disconnected and a message arrive
from another peer with the disconnected one as destination.
The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).
There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.
Part of #31244.