Age | Commit message (Collapse) | Author |
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`configure_blender_dialog` is lazily created if equal to null,
however nothing really sets it to null.
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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>
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Couldn't get the 'NONE' option to work.
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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>
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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>
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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.
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They're moved to an `editor` subfolder so that we can easily handle them
separately.
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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.
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Remove EditorNode usage from the Navigation editor plugin.
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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.
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This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
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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.
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Add gltf import buffer.
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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.
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Happy new year to the wonderful Godot community!
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Also removes a redundant get_texture call directly below
the modified code block.
Fixes #56379
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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).
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Reimplement ping-pong animation and reverse playback
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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.
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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.
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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`.
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GLB chunk padding length calculation was backwards and missing for the BIN chunk.
Fixed error caused by "skins":[] when no skins were present.
Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength.
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