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2023-02-10Merge pull request #71691 from ↵Rémi Verschelde
hcoura/res-importer-gen-physics-mesh-only-when-needed Fix SceneImportSettings perf issues
2023-02-10Add some missing translatable editor stringsHaoyu Qiu
2023-02-09Improve some editor strings for localizationHaoyu Qiu
2023-02-08[Bitmap Font] Fix character count check.bruvzg
2023-02-06Use reimport_append api for importing embedded gltf imagesLyuma
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2023-02-06Merge pull request #72455 from reduz/allow-reimport-appendingRémi Verschelde
Support reimport appending
2023-02-01Support reimport appendingJuan Linietsky
* Add API: `EditorFileSystem::reimport_append(path)`, thread safe, what can be used from importers when they generate new files within the import process. * Added a `remap.gen_param` custom value to .import files, which can be used by importers to store data needed to generate this file again or not. This API is added to allow the GLTF2 importer to properly extract png files as textures.
2023-02-01Merge pull request #72440 from V-Sekai/gltf_embed_as_uncompressedRémi Verschelde
gltf: Add GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_UNCOMPRESSED
2023-02-01gltf: Add GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_UNCOMPRESSEDLyuma
This option allows for a safe fallback for embedded gltf textures in cases where VRAM compression is not needed. Add an is_editor_hint guard around GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES, to use EMBED_AS_UNCOMPRESSED by default at runtime. This provides an option for pixel art to be stored losslessly. Additionally, respect project importer defaults for texture import settings. Avoid writing and reimporting extracted textures identical to version on disk.
2023-02-01Merge pull request #71409 from fire/escn-fixesRémi Verschelde
Fixes to ESCN mesh import
2023-01-31Use enum instead of int in virtual methods return typeRaul Santos
2023-01-31Merge pull request #72245 from JonqsGames/apply_root_scale_to_shapeRémi Verschelde
Apply root scale to 3d shapes on import
2023-01-30Refactor high quality texture importJuan Linietsky
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30Add remove immutable tracks option to glTF importerSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2023-01-28Apply root scale to shape on importJoJoX
2023-01-27Handle gltf binaryK. S. Ernest (iFire) Lee
[ 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.
2023-01-23Convert en_GB spelling to en_US with codespellRémi Verschelde
2023-01-19Fix SceneImportSettings perf issuesHenrique Coura
2023-01-19Merge pull request #69288 from bruvzg/gde_low_level_funcsRémi Verschelde
[GDExtension] Expose some low level functions and String operators.
2023-01-19[GDExtension] Expose some low level functions and String operators.bruvzg
2023-01-19Avoid importing MSVC obj filesMario Liebisch
Currently Godot tries to import any file with the extension "obj" as a Wavefront OBJ model in text format. This will fail and potentially crash the editor, if the obj file is actually binary, like a MSVC build artifact/object file. While the COFF header at the start of the obj file is subject to change, this change should cover all potential/typical target machines possible right now. This fixes #71656.
2023-01-17Improve visibility of Actions button in Advanced import settings dialogHugo Locurcio
2023-01-17Merge pull request #70630 from asmaloney/importer-crash-null-mesh-nodeRémi Verschelde
Fix crash in SceneImportSettings::_select when a mesh has a null mesh node
2023-01-16obj: Avoid empty names and meshesrsjtdrjgfuzkfg
This commit updates the obj importer to properly name imported meshes and permits it to skip meshes that do not contain geometry. This fixes at least one crash and several warnings and avoids unnecessary meshes being generated when importing obj files that do not contain geometry that is not assigned to a named object (such as when exporting from Blender).
2023-01-14Fixes to ESCN importerK. S. Ernest (iFire) Lee
Convert mesh instance 3d to a mesh importer instance 3d to run importer code. Also does blend shapes.
2023-01-13Avoid crashing when custom GLSL shaders are imported when using the ↵clayjohn
gl_compatibility renderer
2023-01-13Merge pull request #71033 from scurest/obj-vertex-colorRémi Verschelde
Add vertex color support to OBJ importer
2023-01-08Use BitField<> in core type masksJuan Linietsky
* All core types masks are now correctly marked as bitfields. * The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks. * Most bitmask operations replaced by functions in BitField<> * Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is. * Documentation and API dump updated to reflect bitfields in core types.
2023-01-07Mark OBJ vertex colors sRGB in materials (only if has vertex colors)scurest
2023-01-07Add vertex color support to OBJ importerscurest
Fixes #70982
2023-01-05One Copyright Update to rule them allRémi Verschelde
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".
2022-12-27Fix crash in SceneImportSettings::_select when a mesh has a null mesh_nodeAndy Maloney
2022-12-21Merge pull request #70360 from dustinsth/fix_import_dialog_textRémi Verschelde
Fix overlapping text in Advanced Import Settings action dialogs.
2022-12-20Fix overlapping text in Advanced Import Settings action dialogs.dustinsth
2022-12-20Disable properties that don't have an effect in the advanced audio importerMarcus Elg
2022-12-19Fix inconsistent audio import menu namingMarcus Elg
2022-12-14Clear animation map when import settings is openedbmolyneaux
2022-12-12Fix advanced font import dialog not saving outline sizes of pre-render ↵bruvzg
configs correctly.
2022-12-04Use system fonts as fallback and improve system font handling.bruvzg
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.
2022-11-29Merge pull request #68665 from TokageItLab/cut-unkeyed-gltf-animRémi Verschelde
Add "Trimming" option to cut un-keyed timeline before first key in glTF animation
2022-11-29Add trimming option to cut un-keyed timeline before first key in gltfSilc Renew
2022-11-28Merge pull request #69178 from aaronfranke/mesh-shapeRémi Verschelde
Use a more specific type for Mesh create_(convex|trimesh)_shape
2022-11-25Use a more specific type for Mesh create_(convex|trimesh)_shapeAaron Franke
2022-11-24Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resourcesRémi Verschelde
2022-11-21Code simplifications found by cppcheckMarkus Sauermann
They are based on: - Boolean arithmetic simplifications - setting variables that are not accessed - constant variables
2022-11-16Improve BoneRenamer to avoid conflicting with original bone nameSilc Renew
2022-11-14Remove redundant Variant-types initializationsMarkus Sauermann
2022-11-14Add more info to WAV import errorsalex-pahdo
Print mismatched header contents and file size, which can provide more clues to users when debugging.
2022-11-14Merge pull request #68470 from bruvzg/img_fnt_impRémi Verschelde
[Image Font Importer] Hide unused font size, add image and character margins.
2022-11-14Merge pull request #68448 from bruvzg/font_imp_trRémi Verschelde
[Font] Add an import option to pre-render all glyphs required for the translation.