This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.
Key changes include:
- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.
Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
https://github.com/thorvg/thorvg/releases/tag/v0.12.0
Godot-related SVG bug fixes:
+ [SwEngine] Fixed a linear filling scaling issue.
thorvg/thorvg#1834
+ [SwEngine] Path data not invalid even though
it doesn't start with MoveTo.
thorvg/thorvg#1848
Fixes#86128 Gradient issue.
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
We had a slightly older version of it for UWP, as the wincrypt API isn't allowed there.
We removed this with UWP in #81416, but since this was enabled inconditionally before,
this actually changed behavior for Windows compared to Godot 4.1 and earlier.
This change is also needed to properly supported Windows Store.
Reverts #82582.
Works around #83674.
Users tested 1.0.29, 1.0.30, and 1.0.31, which all triggered the same issue,
with both mingw-gcc from Fedora 36 and Fedora 39.
https://github.com/thorvg/thorvg/releases/tag/v0.11.1
Godot related:
+ [SwEngine] Enhanced the quality of the dash line corners.
+ [SVG] Fixed a regression bug related to maskContentUnit,
userSpaceOnUse/objectBoundingBox.
Fixes#82982 icons.
Fixes#83198 svg ← png/jpg.
- Reformat logo license as a plain text file.
- Fix outdated links or references to SFC or Visual Script.
- Tweak contents of `CONTRIBUTING.md` to highlight contributor docs more
prominently, and make it easier to parse.
- Tweak formatting and contents in `thirdparty/README.md` for consistency.
This is replaced by a much lighter weight and faster JNLM denoiser. OIDN is still much more accurate, and may be provided as an optional backend in the future, but the JNLM denoiser seems good enough for most use cases and removing OIDN reduces the build system complexity, binary size, and build times very significantly.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
Updates to volk, vulkan headers, `vk_enum_string_helper.h`, VMA,
glslang, spirv-reflect.
VMA doesn't tag SDK releases specifically, and still hasn't had a tagged
release since 3.0.1, but the Vulkan SDK now seems to ship a recent master
commit, so we do the same.
Upstreams the fix from #73310, so we can remove that patch.
Remove `infback.c` which we stopped compiling after #79273.
The `OF` macro was also removed so I can drop the patch where I yell
at Gentoo developers.
Single-header libraries like this require passing a bunch of defines _once_
before including the header, but not multiple times. This can make it tricky
in user code to know when to request the implementation, if the header needs
to be included in multiple files.
So properly compiling a .cpp file for the implementation solves this, and
also enables us to properly disable warnings on thirdparty implementation code.