summaryrefslogtreecommitdiff
path: root/modules/gltf
AgeCommit message (Collapse)Author
2023-04-24Fix blend_shape (shapekey) empty name import.Martin Capitanio
Corresponds to the Blender glTF-Importer PR https://github.com/KhronosGroup/glTF-Blender-IO/pull/1902 (cherry picked from commit 8b6fa79eee25d721a05518b56615eb5576147eba)
2023-03-14FBX: Disable importer when canceling FBX2glTF setupRémi Verschelde
Pretty hacky solution but it's better than an infinite loop. All this import setup needs to be redone, it's very difficult to properly bail out from an invalid import without triggering reimport loops. Also fix underline not visible at default editor scale in LinkButton. Fixes #73319. (cherry picked from commit d81e6ee024a8c64b80ac25c96b33c749ba1db79d)
2023-03-13Fix blend-file import when using custom color management in blenderjuliuse98
When using custom color management in blender the --version command will output additional information infront of the "normal" output and this prevented the import. Fixes #74439. (cherry picked from commit 7a0d12182e2808df083a58511f3d6b6023487e70)
2023-03-13Get the unlit / unshaded extension when importing GLTF and set it when exportingHakim
(cherry picked from commit e14fa5532bd87addc8c019e2b3770758b36d0c09)
2023-03-13Document GLTFNode and some of GLTFStateAaron Franke
(cherry picked from commit 2cc22fb964a94cdb031dd95f473812eef274c903)
2023-03-13Fix glTF mesh importer not freeing nodes correctly on importAbdulrahman Al Zeidi
(cherry picked from commit 5e0641ea9af03491889d89f9bdac0785e5bc3158)
2023-02-26GLTF: Delete unused skeleton_to_nodeAaron Franke
2023-02-21Merge pull request #73667 from aaronfranke/gltf-unused-joint-boolRémi Verschelde
Remove unused joint boolean in GLTFNode
2023-02-21Remove unused joint boolean in GLTFNodeAaron Franke
2023-02-20fbx: Set base_dir correctly in append_from_sceneLyuma
2023-02-15Merge pull request #73345 from TokageItLab/gltfimportRémi Verschelde
Fix gltf import generate_scene() option
2023-02-15Fix gltf import generate_scene() optionSilc Renew
2023-02-14For basisu avoid inserting to the image array twice.K. S. Ernest (iFire) Lee
Basisu images were getting referenced incorrectly like set black or set as not transparent.
2023-02-07Fixes for gltf export.K. S. Ernest (iFire) Lee
* Fix null crashes. * Bake tracks * Add some error messages.
2023-02-06Merge pull request #72802 from RedMser/blender-rpc-error-handlingRémi Verschelde
Better error handling for Blender RPC import
2023-02-06Better error handling for Blender RPC importRedMser
- If RPC import fails, then try a direct import as well. While it's slower, it may be better than failing the import completely. - Connection errors will disable RPC automatically, to avoid having to wait the full 30 seconds timeout each time. This should be properly fixed by allowing to override the timeout per HTTPClient.
2023-02-06Use reimport_append api for importing embedded gltf imagesLyuma
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2023-02-01Merge 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.
2023-02-01Fix blend runner copyright headersRémi Verschelde
2023-02-01Merge pull request #69319 from RedMser/blender-import-rpcRémi Verschelde
Batch import Blend files using XML RPC
2023-01-31Use enum instead of int in virtual methods return typeRaul Santos
2023-01-31Merge pull request #72201 from fire/gltf-extract-imgRémi Verschelde
Restore gltf embedded scenes due to problems with textures.
2023-01-31gltf: Avoid using base64 hash as an image filenameK. S. Ernest (iFire) Lee
Consistently use the images.name property with deduplication, or else the image index.
2023-01-30Add remove immutable tracks option to glTF importerSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2023-01-27Add missing classref changes after #62942Rémi Verschelde
2023-01-27Merge pull request #62499 from fire/gltf-binary-img-compressionRémi Verschelde
Handle gltf binary images
2023-01-27Merge pull request #72162 from lyuma/skeleton_renameRémi Verschelde
Make BoneAttachment3D and Skeleton3D names consistent.
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.
2023-01-26Make BoneAttachment3D and Skeleton3D names consistent.Lyuma
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.
2023-01-26Avoid nested skeletons, and handle skinned meshes with children.Lyuma
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>
2023-01-23Adds missing method call to set blendshape tracks as 'imported' when ↵SaracenOne
importing from a GLTF.
2023-01-19Fixes cases where the runtime ResourceLoader cannot load gltf images.K. S. Ernest (iFire) Lee
2023-01-15Improve the documentation of GLTFDocument's append methodsAaron Franke
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".
2023-01-01Update stale node ref after replace_by in GLTF importerJames Mintram
2022-12-18Add a dialog for customizing FBX importreduz
* 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.
2022-12-17glTF: Fix export crash with a ShaderMaterial (fixes #70159)Quentin Guidée
2022-12-15Batch import Blend files using XML RPCRedMser
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.
2022-12-11Pass GLTFState to the export_preflight methodAaron Franke
2022-12-10Consistently use `p_` for parameters in GLTFDocumentAaron Franke
2022-12-10Merge pull request #69372 from aaronfranke/gltf-cleanupRémi Verschelde
GLTF module: Clean up lots of includes
2022-12-06 EditorSceneFormatImporterGLTF: check if "animation/trimming" parameter from ↵Eduard Zalyaev
import settings exists Fixes godotengine#69625
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.
2022-11-29GLTF: Clean up lots of includesAaron Franke
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
2022-11-29Use forward-declarations in big editor classestrollodel
2022-11-29Add trimming option to cut un-keyed timeline before first key in gltfSilc Renew
2022-11-24Merge pull request #69083 from fire/abstract_gltf_materialRémi Verschelde
Cache materials in gltf as the abstract class of Material in GLTFDocument
2022-11-24Cache materials in gltf as the abstract class of MaterialK. S. Ernest (iFire) Lee
Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.