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[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials: - default values will no longer trigger things like emission, clear coat being enabled etc incorrectly, mostly importers misunderstand this value, a value of 1 is not actually enabled emission, it must have a non zero setting other than emission value for the emission flags to actually be enabled correctly in our engine #42386 - lambert materials are warned against significantly, do not use Lambert in Godot, use a PBR material like Ai Standard Surface (it's like going from low quality to high definition in terms of output in scenes and on assets) - roughness values are calculated correctly in this version Fixes for normal's array - some normal's from some files were dropped and generated, this is now fixed. - FBX indexing for items with (-1) index, for normal data is supported, this is super helpful at increasing our range of compatibility of FBX meshes. Fix bone rest data **no longer requiring go to bind pose in Maya and various applications** - Partial fix for #43688 Validation tools added for validating large projects Provide package name, vendor and FBX vendor in the log. Implemented metadata properties so we can read extra document info required for bug reporting **FBX 2011 (version 7200)** is unsupported now, you must re-export your file in Maya or Max to upgrade the file format. Fixes skin bind poses being generated based on node xforms in the scene Fixes duplicate bones being added to skin and prevents add_bones from registering skeleton bones it now registers skin bind poses, but this should really be documented in the engine correctly right now it doesn't tell you this is the case.
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RevoluPowered
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@@ -168,10 +168,10 @@ char EncodeBase64(char byte) {
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}
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/** Encodes a block of 4 bytes to base64 encoding
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*
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* @param bytes Bytes to encode.
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* @param out_string String to write encoded values to.
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* @param string_pos Position in out_string.*/
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* @param string_pos Position in out_string.
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*/
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void EncodeByteBlock(const char *bytes, std::string &out_string, size_t string_pos) {
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char b0 = (bytes[0] & 0xFC) >> 2;
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char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);
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