Commit graph

347 commits

Author SHA1 Message Date
Rémi Verschelde
8b662c763e
Merge pull request #72162 from lyuma/skeleton_rename
Make BoneAttachment3D and Skeleton3D names consistent.
2023-01-27 11:24:34 +01:00
K. S. Ernest (iFire) Lee
39922d7167 Handle gltf binary
[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ]

Enable compressed mip maps from Basis Universal for faster compressions.

Increase the quality of Basis to avoid corruption.

To keep compatibility use the first mip of the previous internal Godot format.

Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
2023-01-27 02:02:02 -08:00
Lyuma
3f4ea98b34 Make BoneAttachment3D and Skeleton3D names consistent.
BoneAttachment3D nodes are now named as their bone name.
Resolves cases where BoneAttachment3D nodes will have arbitrary names like BoneAttachment3D6
Reserve the name "Skeleton3D" and use this name for all generated Skeleton3D nodes.

This change will break existing imported scenes with more than one skeleton and/or bone attachments.
2023-01-26 23:25:33 -08:00
Lyuma
03bd1da32b Avoid nested skeletons, and handle skinned meshes with children.
Recursively adds child nodes into each skeleton. This should prevent nested skeletons and avoid bone attachments for leaf bones.

In cases where a skinned mesh has children, creates two scene nodes with the same name, which both will represent this single gltf node.
Because blend shape animations must target the mesh, adds a separate mapping for ImporterMeshInstance3D node references.

This change will break existing imported scenes with bone attachments and more than one skeleton.

Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2023-01-26 22:41:58 -08:00
SaracenOne
03523572b9 Adds missing method call to set blendshape tracks as 'imported' when importing from a GLTF. 2023-01-23 07:40:06 +00:00
K. S. Ernest (iFire) Lee
a103400871 Fixes cases where the runtime ResourceLoader cannot load gltf images. 2023-01-19 09:10:28 -08:00
Aaron Franke
208df30eeb
Improve the documentation of GLTFDocument's append methods 2023-01-15 14:27:08 -06:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
James Mintram
897de50d71 Update stale node ref after replace_by in GLTF importer 2023-01-01 20:14:33 +00:00
reduz
e93d991329
Add a dialog for customizing FBX import
* If FBX files are found, a dialog will pop up asking to configure FBX2glTF.
* Dialog can also be accessed by going Editor -> Configure FBX Import.
* The dialog also shows a link to click to download the converter, which
  should contain instructions.
2022-12-18 01:08:54 +01:00
Quentin Guidée
b14c87cb92
glTF: Fix export crash with a ShaderMaterial (fixes #70159) 2022-12-17 10:03:42 -05:00
RedMser
ba388d09b4 Batch import Blend files using XML RPC
This improves performance when importing many Blender files, as it
avoids waiting for Blender to startup every time.
Old logic is still available by setting the RPC port setting to 0.
2022-12-15 18:27:02 +01:00
Aaron Franke
f83f13f3a2
Pass GLTFState to the export_preflight method 2022-12-11 13:22:25 -06:00
Aaron Franke
5c48dfac48
Consistently use p_ for parameters in GLTFDocument 2022-12-10 16:07:17 -06:00
Rémi Verschelde
0c1273629d
Merge pull request #69372 from aaronfranke/gltf-cleanup
GLTF module: Clean up lots of includes
2022-12-10 10:48:14 +01:00
Eduard Zalyaev
627b9ca049 EditorSceneFormatImporterGLTF: check if "animation/trimming" parameter from import settings exists
Fixes godotengine#69625
2022-12-06 19:11:21 +03:00
bruvzg
ecec415988
Use system fonts as fallback and improve system font handling.
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
2022-12-04 18:44:20 +02:00
Aaron Franke
1bbbee384d
GLTF: Clean up lots of includes 2022-11-29 23:11:08 -06:00
Rémi Verschelde
09e1db2148
Merge pull request #68665 from TokageItLab/cut-unkeyed-gltf-anim
Add "Trimming" option to cut un-keyed timeline before first key in glTF animation
2022-11-29 16:51:56 +01:00
trollodel
c90d0bd84f Use forward-declarations in big editor classes 2022-11-29 09:59:43 +01:00
Silc Renew
db7473672f Add trimming option to cut un-keyed timeline before first key in gltf 2022-11-29 13:53:33 +09:00
Rémi Verschelde
06bdc91afd
Merge pull request #69083 from fire/abstract_gltf_material
Cache materials in gltf as the abstract class of Material in GLTFDocument
2022-11-24 18:54:25 +01:00
K. S. Ernest (iFire) Lee
baab97302a Cache materials in gltf as the abstract class of Material
Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.
2022-11-24 09:00:09 -08:00
RedMser
9c50e99c5c Add unregister for GLTFDocumentExtension 2022-11-22 21:46:59 +01:00
Aaron Franke
98ef359240
Add three new methods to GLTFDocumentExtension 2022-11-21 14:38:46 -06:00
K. S. Ernest (iFire) Lee
5aafa3f54a Add GLTFDocument documentation.
Co-authored-by: Meow <mosesturner@protonmail.com>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2022-11-20 14:51:41 -08:00
Rémi Verschelde
d5d83eefd3
Merge pull request #66026 from aaronfranke/gltf-extension
Change the way GLTFDocumentExtension classes are registered
2022-11-20 11:44:05 +01:00
trollodel
ba9e619b51 Use forward-declarations in EditorPlugin where possible 2022-11-11 20:25:51 +01:00
Aaron Franke
73c673a614
Change the way GLTFDocumentExtension classes are registered
Also move GLTFDocumentExtension into the extensions folder
2022-11-09 20:58:48 -06:00
Aaron Franke
83634119d4
Replace Quaternion Euler constructor with from_euler method 2022-11-01 09:28:12 -05:00
kobewi
d06a8320e5 Simplify GDVIRTUAL_CALL calls 2022-10-19 00:05:48 +02:00
Aaron Franke
a70dce893f
Add a way to store additional data in GLTFState and GLTFNode 2022-10-15 12:04:36 -05:00
kobewi
072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
Rémi Verschelde
8017827144 SCons: Re-enable treating #warning as error with werror
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.

We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Rémi Verschelde
75616d60e4 Merge pull request #66841 from jtnicholl/blend_enum_checks
Clean up .blend importer to fix unreachable code paths
2022-10-05 08:29:35 +02:00
Clay John
4b52c6caef
Merge pull request #59481 from LunaticInAHat/gltf_texture_filter_fix_4
Respect texture filtering when importing GLTF
2022-10-03 16:33:11 -07:00
The Tophat Demon
c1a600545c GLTF imports & exports material texture filters 2022-10-03 16:20:08 -04:00
Jonathan Nicholl
2830e276b8 Clean up .blend importer to fix unreachable code paths 2022-10-03 14:48:36 -04:00
Jonathan Nicholl
3086b1b79d Fix visibility filtering options for .blend imports 2022-10-02 11:11:04 -04:00
Rémi Verschelde
39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Rémi Verschelde
49fcf4ffad Style: Cleanup header guards for consistency
Fix file names for {Static,Lightmap}RaycasterEmbree.
2022-09-26 13:51:17 +02:00
Aaron Franke
7097e8add7
Add a way to get the GLTF extensions supported by GLTFDocumentExtension 2022-09-19 19:40:06 -05:00
Aaron Franke
b72dc0de89
Make used extensions stored in GLTFState
This allows GLTFDocumentExtension classes to add to the used extensions array.
2022-09-19 19:39:49 -05:00
Aaron Franke
afe09ec914
Minor enhancements to the GLTF module (lights and docs) 2022-09-18 22:33:21 -05:00
Rémi Verschelde
fc61fa3baa
Merge pull request #65611 from Sarfraz-droid/Issue65602 2022-09-13 10:43:16 +02:00
Rémi Verschelde
1513d76cb9 Fix some errors affecting the Web editor
- Don't warn about minimized/maximized modes not being available.
- Blender and FBX export both depend on running thirdparty applications,
  which can't be done (easily at least) for Web and Android editors.
- Editor theme complained about not being able to retrieve texture data
  for an icon. It was only used once so instead of flipping at runtime,
  let's just add a flipped icon.

Part of #65702.
2022-09-12 16:29:45 +02:00
Sarfraz
177f2a8419 Fix gltf 8 bone weights condition to check for the second joint array
size.
2022-09-10 23:54:20 +05:30
Micky
694190a354 Rename TileMap/GridMap.world_to_map and opposite to local_to_map
For both TileMap and GridMap:
- `world_to_map` -> `local_to_map`
- `map_to_world` -> `map_to_local`

Also changes any mention of "world" in this context to "local" to avoid future confusion.

Finally, updates the docs of both methods for consistency.
In particular, adding a note on how to convert the returned values from local to global coordinates and vice versa.
2022-09-05 18:08:39 +02:00
Aaron Franke
133e5d197b
Don't try to read values from null cameras and lights in GLTF 2022-09-04 09:52:25 -05:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Jonathan Nicholl
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Rémi Verschelde
432b25d364
Merge pull request #65066 from aaronfranke/str-path-join 2022-08-30 10:01:11 +02:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Aaron Franke
03cd8097e1
Move GLTF camera conversion code into GLTFCamera 2022-08-28 11:18:32 -05:00
Aaron Franke
3d76b91229
Move GLTF light conversion code into GLTFLight 2022-08-28 11:18:22 -05:00
Micky
ef5b9a06a9 Rename hint_tooltip to tooltip_text & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
Jonathan Nicholl
6ff41a3fcd Fix Blender file path check to require a directory 2022-08-24 16:08:01 -04:00
kobewi
f7f4873ed0 Replace Array return types with TypedArray 3 2022-08-24 12:53:36 +02:00
Jonathan Nicholl
d24b65b363 Update messages for missing FBX2glTF, add similar messages for Blender 2022-08-22 20:30:33 -04:00
Rémi Verschelde
09b012a409
Merge pull request #64400 from aaronfranke/gltf-fix-camera 2022-08-22 22:23:08 +02:00
rafallus
da7a5653f4 Expose Basis set_orthogonal_index method as a GridMap function 2022-08-20 21:42:20 -05:00
Aaron Franke
be81b33e2b
GLTF: Fix orthographic cameras, internally store data in GLTF's format 2022-08-14 19:18:53 -05:00
Aaron Franke
3bbb50359d
Document GLTFLight and GLTFSpecGloss 2022-08-14 14:57:58 -05:00
Hakim
805ffdfbf6 Prevent AnimationPlayer from being added on GLTF import if the option is unchecked. Fixes #63954 2022-08-10 11:17:29 +02:00
Yuri Sizov
c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
Aaron Franke
ce0080768c
Make "Godot source files" comment consistent in modules 2022-08-05 17:09:11 -05:00
Rémi Verschelde
602e967ba8
Merge pull request #55943 from jvanmourik/master
glTF animation parsing: Changed the 'loop' and 'cycle' animation name keywords to be case-insensitive
2022-07-31 17:28:43 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Rémi Verschelde
3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
Aaron Franke
7b8f9a0e8e
GLTF: Organize structures into a subfolder 2022-07-24 17:16:51 -05:00
Rémi Verschelde
a1f0ea5d19
Merge pull request #63409 from V-Sekai/gltf-export 2022-07-25 00:03:38 +02:00
K. S. Ernest (iFire) Lee
b2bd4cc792 Mend duplicate nodes in the gltf export. 2022-07-24 14:38:57 -07:00
Aaron Franke
00ec9321f6
GLTF: Move shared defines into a separate gltf_defines.h file
Also move GLTFDocument's template conversion functions into gltf_template_convert.h
2022-07-24 14:21:27 -05:00
Aaron Franke
6887b3f8ee
GLTF: Only list used extensions when they're actually used 2022-07-23 21:59:16 -05:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Rémi Verschelde
b942c1ffe3
Merge pull request #62827 from fire-forge/ok-cancel
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
2022-07-13 14:10:38 +02:00
FireForge
e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
kobewi
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
PZerua
aa7ab96e71 Fix light intensity and attenuation import from GLTF 2022-07-05 19:48:01 +02:00
Rémi Verschelde
e72f3abe2f glTF: Fix a couple typos in warnings on image parsing 2022-07-03 02:55:31 +02:00
Rémi Verschelde
9923851370 Fix typos with codespell
Using codespell 2.2-dev from current git.
2022-05-23 21:32:19 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
K. S. Ernest (iFire) Lee
d600e0bc00 Improve gltf extension GLTFDocument api. 2022-05-20 06:58:48 -07:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde
84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz
de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
Rémi Verschelde
d22850234c
Merge pull request #59393 from techiepriyansh/move-gltf-export-under-scene-menu 2022-04-27 11:51:49 +02:00
K. S. Ernest (iFire) Lee
44b6ee001e Discard images from gltf import for the animation library.
This is an optimization.
2022-04-23 17:41:34 -07:00
Rémi Verschelde
970debed93
Merge pull request #60177 from reduz/animation-library-import
Import scenes as AnimationLibrary
2022-04-13 22:47:54 +02:00
reduz
66009318e0 Import scenes as AnimationLibrary
Added the ability to import scenes as AnimationLibrary

* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.

Creates a secondary scene importer used only for animations.

**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
2022-04-13 15:06:56 +02:00
Rémi Verschelde
46ef52162e Color: Rename to_srgb/to_linear to include base color space
This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
2022-04-13 11:45:52 +02:00
Priyansh Rathi
0ea7780e33
move gltf export under scene menu 2022-04-12 19:42:41 +05:30
Rémi Verschelde
4ab86c6731
Merge pull request #59980 from reduz/animation-libraries 2022-04-11 14:18:35 +02:00
reduz
6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Rémi Verschelde
d4b54e35f9 Fix path handling in FBX and Blend importers
Fixes #59996.
2022-04-07 23:33:28 +02:00
Marc Gilleron
277825e956 Initialize pointer variables to fix random crash on startup.
`configure_blender_dialog` is lazily created if equal to null,
however nothing really sets it to null.
2022-04-03 23:21:29 +01:00
Rémi Verschelde
4263f02f28
Merge pull request #59764 from reduz/blender-import-autodetect 2022-04-01 11:42:05 +02:00
reduz
e32215fbad Add Blender install autodetection and configuration.
This PR is a continuation to #54886

* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.

**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2022-04-01 11:01:12 +02:00
Rémi Verschelde
340ad7d748
Merge pull request #59755 from V-Sekai/import-gltf-mat-placeholder 2022-04-01 01:12:16 +02:00
K. S. Ernest (iFire) Lee
d8b3d14d82 Add support for Blend importing of material placeholders.
Couldn't get the 'NONE' option to work.
2022-03-31 10:11:06 -07:00
K. S. Ernest (iFire) Lee
b675a6b9de Allow importing punctual lights from Blend. 2022-03-31 09:34:12 -07:00
K. S. Ernest (iFire) Lee
0a6889d834 Add fbx2gltf support for importing .fbx files
Lets you drag or place .fbx files in the project folder and it will import the files.

An editor setting sets the location of the fbx2gltf binary.

Enables .fbx and .blend by default.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-03-30 15:22:46 +02:00
K. S. Ernest (iFire) Lee
9484ee7a9e Add support for importing .blend files
Lets you drag or place .blend files in the project folder and it will import the files.

Checks for Blender 3.0's gltf2 `export_keep_originals` option.

Add basepath support to GLTFDocument append_from_file.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-03-29 21:54:41 +02:00
Rémi Verschelde
45ec0e31c3 Remove last editor code dependencies in template build
SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
2022-03-28 21:13:01 +02:00
Rémi Verschelde
5fe6984639 Modules: Don't build editor-specific classes in templates
They're moved to an `editor` subfolder so that we can easily handle them
separately.
2022-03-28 16:48:15 +02:00
Adam Scott
5e6d4baa48 Add GLTF, DAE and FBX importers enforcement for blend shape mask array 2022-03-24 17:15:23 -04:00
Lyuma
35b964606e glTF export for new TYPE_BLEND_SHAPE tracks 2022-03-03 05:28:00 -08:00
Haoyu Qiu
c798f98779 Fix GLTF exporter crash when using GridMap 2022-02-20 21:52:04 +08:00
Fazil Babu
771170e7b0 Default material is assigned to meshes without material for glTF export 2022-02-16 20:19:19 +05:30
Rémi Verschelde
78a767edb3
Merge pull request #35679 from Calinou/doc-add-xml-schema 2022-02-15 13:14:58 +01:00
Hugo Locurcio
b68dd2e189
Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
trollodel
cd1d7294d8 Remove the EditorNode parameter from EditorPlugins create methods
Remove EditorNode usage from the Navigation editor plugin.
2022-02-14 18:21:42 +01:00
trollodel
05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Rémi Verschelde
7a7fabe4f6
Merge pull request #57641 from Geometror/compilation-time-improvements-1 2022-02-12 09:46:02 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Fazil Babu
92f4c33492 CSG Meshes can be exported as glTF 2022-02-11 22:48:28 +05:30
Rémi Verschelde
1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Rémi Verschelde
90162851a7
Core: Move generated VERSION_HASH to a .cpp file
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
2022-02-09 09:20:17 +01:00
Fabio Alessandrelli
d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Paweł Fertyk
12d0ff1a4d Issue 57130 Fix GLTFDocument.generate_scene if state is null 2022-01-25 00:48:12 +01:00
K. S. Ernest (iFire) Lee
b468104842 Skip Draco-compressed glTF 3d format files. 2022-01-08 10:14:46 -08:00
kobewi
9e095bb68b Fix some more wrong node names 2022-01-07 00:27:20 +01:00
Rémi Verschelde
3662105f8b
Merge pull request #56479 from V-Sekai/import-options 2022-01-05 20:44:42 +01:00
Rémi Verschelde
118f6d42ac
Merge pull request #56380 from RedMser/export_gltf_normal_crash 2022-01-05 10:46:32 +01:00
Rémi Verschelde
c6bd3ca191
Merge pull request #56290 from nikitalita/fix-gltf-mesh-prims 2022-01-05 10:34:08 +01:00
K. S. Ernest (iFire) Lee
07a39684a0 options dict is now passed to _import_scene. 2022-01-05 01:07:54 -08:00
K. S. Ernest (iFire) Lee
5ce54ce142
Merge pull request #52541 from V-Sekai/gltf-load-scene-buffer
Add gltf import buffer.
2022-01-04 12:12:09 -08:00
K. S. Ernest (iFire) Lee
d8923d8c74 Add import glb from buffer
Split functions from gltf document import and export into six functions.

Use base path to allow two code paths based on an empty base path or a full base path.

Add uri decode in _parse_buffers.
2022-01-04 06:06:03 -08:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
RedMser
0e36d5e782 Fix glTF scene export crash on null normal texture
Also removes a redundant get_texture call directly below
the modified code block.

Fixes #56379
2021-12-31 17:45:03 +01:00
nikitalita
f34ea3873e FIX GLTF Document mesh primitive conversions 2021-12-27 17:36:58 -08:00
jvanmourik
4070f55ff0 glTF animation parsing: Changed the 'loop' and 'cycle' animation name keywords to be case-insensitive 2021-12-15 01:25:30 +01:00
Aaron Franke
368c0bc0ac
Misc build system fixes 2021-12-10 12:14:27 -06:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Hugo Locurcio
89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
jitspoe
8f433a1f53 Fix crash when exporting meshes to gltf that have no skin. 2021-11-22 22:40:47 -05:00
Rémi Verschelde
88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
Rémi Verschelde
06a33e590f
Merge pull request #53819 from TokageItLab/re-implement-ping-pong
Reimplement ping-pong animation and reverse playback
2021-11-09 22:11:04 +01:00
Rémi Verschelde
a2803f3d86
Merge pull request #54072 from KoBeWi/hrcr_is_ded 2021-11-03 17:31:48 +01:00
Silc 'Tokage' Renew
953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Lyuma
de93d48901 glTF: Fix override materials and non-empty arrays
Keep track of MeshInstance and GeometryInstance override materials in the GLTFMesh object.
Ensure all arrays are non-empty to conform with "minItems":1 in glTF spec.
2021-11-01 23:22:45 -07:00
Rémi Verschelde
0ae65472e7
clang-format: Enable BreakBeforeTernaryOperators
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 15:57:41 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00