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Little Bits
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
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@@ -407,6 +407,7 @@ void EditorSceneImportDialog::_import(bool p_and_open) {
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rim->add_source(EditorImportPlugin::validate_source_path(import_path->get_text()));
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rim->set_option("flags",flags);
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print_line("GET FLAGS: "+itos(texture_options->get_flags()));
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rim->set_option("texture_flags",texture_options->get_flags());
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rim->set_option("texture_format",texture_options->get_format());
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rim->set_option("texture_quality",texture_options->get_quality());
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@@ -640,6 +641,7 @@ const EditorSceneImportDialog::FlagInfo EditorSceneImportDialog::scene_flag_name
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{EditorSceneImportPlugin::SCENE_FLAG_DETECT_ALPHA,"Materials","Set Alpha in Materials (-alpha)",true},
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{EditorSceneImportPlugin::SCENE_FLAG_DETECT_VCOLOR,"Materials","Set Vert. Color in Materials (-vcol)",true},
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{EditorSceneImportPlugin::SCENE_FLAG_LINEARIZE_DIFFUSE_TEXTURES,"Actions","SRGB->Linear Of Diffuse Textures",false},
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{EditorSceneImportPlugin::SCENE_FLAG_SET_LIGHTMAP_TO_UV2_IF_EXISTS,"Actions","Set Material Lightmap to UV2 if Tex2Array Exists",true},
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{EditorSceneImportPlugin::SCENE_FLAG_CREATE_COLLISIONS,"Create","Create Collisions (-col},-colonly)",true},
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{EditorSceneImportPlugin::SCENE_FLAG_CREATE_PORTALS,"Create","Create Portals (-portal)",true},
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{EditorSceneImportPlugin::SCENE_FLAG_CREATE_ROOMS,"Create","Create Rooms (-room)",true},
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@@ -1036,7 +1038,7 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
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}
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if (p_flags&(SCENE_FLAG_DETECT_ALPHA|SCENE_FLAG_DETECT_VCOLOR) && p_node->cast_to<MeshInstance>()) {
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if (p_flags&(SCENE_FLAG_DETECT_ALPHA|SCENE_FLAG_DETECT_VCOLOR|SCENE_FLAG_SET_LIGHTMAP_TO_UV2_IF_EXISTS) && p_node->cast_to<MeshInstance>()) {
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MeshInstance *mi = p_node->cast_to<MeshInstance>();
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@@ -1061,6 +1063,10 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
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mat->set_name(_fixstr(mat->get_name(),"vcol"));
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}
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if (p_flags&SCENE_FLAG_SET_LIGHTMAP_TO_UV2_IF_EXISTS && m->surface_get_format(i)&Mesh::ARRAY_FORMAT_TEX_UV2) {
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mat->set_flag(Material::FLAG_LIGHTMAP_ON_UV2,true);
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}
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}
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}
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}
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@@ -1224,13 +1230,13 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
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col->set_name("col");
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p_node->add_child(col);
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StaticBody *sb = col->cast_to<StaticBody>();
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StaticBody *sb=col->cast_to<StaticBody>();
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CollisionShape *colshape = memnew( CollisionShape);
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colshape->set_shape(sb->get_shape(0));
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colshape->set_name("shape");
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sb->add_child(colshape);
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col->add_child(colshape);
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colshape->set_owner(p_node->get_owner());
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sb->set_owner(p_node->get_owner());
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} else if (p_flags&SCENE_FLAG_CREATE_NAVMESH &&_teststr(name,"navmesh") && p_node->cast_to<MeshInstance>()) {
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@@ -1892,8 +1898,7 @@ Error EditorSceneImportPlugin::import2(Node *scene, const String& p_dest_path, c
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Ref<ResourceImportMetadata> imd = memnew( ResourceImportMetadata );
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print_line("flags: "+itos(image_flags));
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uint32_t flags = image_flags;
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if (E->get())
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flags|=EditorTextureImportPlugin::IMAGE_FLAG_CONVERT_TO_LINEAR;
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imd->set_option("flags",flags);
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imd->set_option("format",image_format);
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imd->set_option("quality",image_quality);
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@@ -131,6 +131,7 @@ public:
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SCENE_FLAG_COMPRESS_GEOMETRY=1<<26,
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SCENE_FLAG_GENERATE_TANGENT_ARRAYS=1<<27,
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SCENE_FLAG_LINEARIZE_DIFFUSE_TEXTURES=1<<28,
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SCENE_FLAG_SET_LIGHTMAP_TO_UV2_IF_EXISTS=1<<29,
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};
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@@ -725,6 +725,7 @@ Error EditorTextureImportPlugin::import2(const String& p_path, const Ref<Resourc
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bool atlas = from->get_option("atlas");
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int flags=from->get_option("flags");
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print_line("GET FLAGS: "+itos(flags));
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uint32_t tex_flags=0;
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if (flags&EditorTextureImportPlugin::IMAGE_FLAG_REPEAT)
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@@ -993,6 +994,7 @@ Error EditorTextureImportPlugin::import2(const String& p_path, const Ref<Resourc
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if ((image.get_format()==Image::FORMAT_RGB || image.get_format()==Image::FORMAT_RGBA) && flags&IMAGE_FLAG_CONVERT_TO_LINEAR) {
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print_line("CONVERT BECAUSE: "+itos(flags));
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image.srgb_to_linear();
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}
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