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Commit Graph

91 Commits

Author SHA1 Message Date
Rémi Verschelde
d23401b2be Merge pull request #107855 from aaronfranke/scene-import-no-singleton
Remove ResourceImporterScene singletons in favor of local usage
2025-11-01 19:04:46 +01:00
Thaddeus Crews
ae9732139a Merge pull request #109433 from KoBeWi/hastension
Add `has_extension()` method to String
2025-10-31 09:23:30 -05:00
Aaron Franke
6c516a24e2 Remove ResourceImporterScene singletons in favor of local usage 2025-10-31 07:13:00 -07:00
nikitalita
03923c6ed7 scene importer: Fix skeleton path when physics body type is dynamic 2025-10-11 04:39:14 -07:00
Hugo Locurcio
f9fc0a243c Tweak physics property hints in the 3D Advanced Import Settings dialog
- Mention the node types explicitly in the body type.
- Add performance hints for shape type.
2025-10-08 01:50:10 +02:00
Thaddeus Crews
9b96eaaf80 Merge pull request #107989 from Jojo-1000/docs-add-required-qualifier
Documentation: Add missing required qualifier for various classes
2025-09-19 09:17:06 -05:00
Aaron Franke
ba92af7d07 ImporterMesh: Validate triangle indices array size is a multiple of 3 2025-08-18 06:36:21 -07:00
shadowcow13
c6c4c55146 Fix name included in animation when saved from slice in scene importer 2025-08-13 16:53:43 -06:00
kobewi
a33ae0be0e Add has_extension() method to String 2025-08-12 13:15:16 +02:00
Mounir Tohami
706601778e Prevent generating editor 3D scene preview in headless mode. 2025-07-31 11:44:07 +03:00
Jojo-1000
ab178719d9 Mark methods for various classes as required 2025-07-30 19:24:56 +02:00
Kody Van Ry
2554434cd9 Fix allow any descendant to be used as a Root Type in Scene Import 2025-07-20 15:27:05 -06:00
A Thousand Ships
f11aff3841 Editor: Restructure editor code
Moving various editor files into sub folders to reduce clutter
2025-07-04 18:18:22 +02:00
Rémi Verschelde
45533589e4 Revert "Rework scene preview thumbnails"
This reverts commit 08343189dc.

While the feature is great, a number of issues have been found with the
implementation, and we need more time to resolve them.

So we roll this back for 4.5, to rework the feature for a later Godot
release.
2025-06-21 00:05:57 +02:00
Lukas Tenbrink
e2931a5c19 Make conversions from NodePath to String explicit. 2025-06-11 16:50:27 +02:00
Aaron Franke
a3daba29dd Allow attaching scripts to nodes in the Advanced Import Settings dialog 2025-06-10 09:35:24 -07:00
Pāvels Nadtočajevs
a0c4a8c4a9 Restore 3.x style material auto-extraction import option. 2025-06-10 12:03:45 +03:00
daniel080400
08343189dc Rework scene preview thumbnails 2025-05-31 16:57:51 +08:00
Arseny Kapoulkine
6190d412d3 Adjust LOD selection metrics to use attribute error
- Revert meshoptimizer patch; the metric used for LOD selection now
incorporates attribute error
- Since LOD selection is now aware of attribute deviation, we don't
need to use a higher normal weight
- To prevent normal creases from creating input triangles with very
large normal deviation, reduce default normal merge threshold
- Since we now use combined metric to select LODs, we never need LODs
with error>1 as these should not be selected if the mesh is visible.
2025-05-18 17:38:54 +03:00
Raphaël Daubelcour
9511e1137d Check if import_script is subtype of EditorScenePostImport 2025-05-14 12:07:17 -04:00
Thaddeus Crews
5dc375b2fc Merge pull request #105014 from aaronfranke/no-type-suffixes
Allow completely opting out of name suffix magic in 3D scene import
2025-04-24 17:18:50 -05:00
Thaddeus Crews
d236bd8633 Merge pull request #99543 from KoBeWi/using_rng_to_destroy_rng
Add `create_id_for_path()` to ResourceUID
2025-04-11 09:51:12 -05:00
kobewi
ff1f040893 Add create_id_for_path() to ResourceUID 2025-04-11 00:53:34 +02:00
Thaddeus Crews
94282d88f9 Core: Use Math namespace for constants 2025-04-10 16:29:30 -05:00
Aaron Franke
e96828673f Allow completely opting out of name suffix magic in 3D scene import 2025-04-10 01:11:54 -07:00
Yufeng Ying
8ae16699c5 Do not use Dictionary::keys() for Dictionary iteration. 2025-04-05 18:42:13 +08:00
Michael Alexsander
556933306a Allow to compile templates without navigation features 2025-04-01 11:53:35 -03:00
Lyuma
8997c999e9 Scene import: extract UID paths and store fallback
When extracting meshes, materials and animations, always store the uid:// path as well as a res:// fallback.
When validating import settings, load the fallback path if the uid:// path fails to load.
Update save_to_file/fallback_path every import to keep the file path in sync with the uid.
Use UID hashing for meshes and animations.
2025-03-19 11:50:39 +01:00
kobewi
6f25babd6b Remove empty constructors and destructors from editor/ 2025-03-17 21:20:02 +01:00
A Thousand Ships
466590d0ec Use get_slicec instead of get_slice for single character splitters 2025-03-08 20:36:37 +01:00
A Thousand Ships
5113022dfe Clean up some uses of String::substr
Cases where the end position is either equvalent to the default or past
the end of the string.
2025-03-07 14:50:38 +01:00
kobewi
06b2c9f23f Fix save path validation for imported scenes 2025-01-30 23:27:36 +01:00
Rémi Verschelde
21fcb56547 Remove unused EditorSceneFormatImporter::_get_import_flags
This has never been used since Godot was open sourced.

Import flags are used but directly through `_import_scene`.
2025-01-14 16:57:06 +01:00
Saracen
048788f07d Fix scrolling for advanced importer controls. 2025-01-14 11:36:48 +01:00
Lyuma
e4de1f4583 Make EditorSceneFormatImporter::_get_import_options match EditorScenePostImportPlugin API 2025-01-13 21:45:53 +01:00
Aarni Koskela
f134769506 Fix various typos
* Add TODO notes for typos that should be fixed for 5.0

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-08 14:47:42 +02:00
Rémi Verschelde
a7d84fa022 Merge pull request #100792 from lyuma/post_import_plugin_subresources
Allow post-import plugins to modify `_subresources`
2025-01-08 00:21:03 +01:00
Lyuma
637fe3ccdd Allow post-import plugins to modify _subresources
The old code fetched some data before the `EditorScenePostImportPlugin._pre_process` callback.
While the callback could modify existing keys, this prevented users from adding new data on a fresh import.

By fetching the keys after pre_process, this means users can consistently modify import options for nodes, meshes, materials and animations in a post-import plugin.
2024-12-24 07:34:24 -08:00
A Thousand Ships
a1846b27ea Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
2024-12-23 16:35:02 -05:00
Yufeng Ying
f241c1fda0 Remove unused header in editor.
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-12-24 00:40:38 +08:00
Thaddeus Crews
1c78b09815 Merge pull request #96544 from SaracenOne/import_thumbnails
Generate thumbnails on imported scenes.
2024-11-27 10:47:02 -06:00
Thaddeus Crews
04786f0ee8 Merge pull request #97824 from TokageItLab/retarget-modifier
Add RetargetModifier3D for realtime retarget to keep original rest
2024-11-26 13:04:47 -06:00
Saracen
74611a74d1 Generate editor thumbnails on imported scenes. 2024-11-24 10:23:56 -08:00
Silc Lizard (Tokage) Renew
f5b49af99f Add RetargetModifier3D for realtime retarget to keep original rest 2024-11-18 22:44:55 +09:00
Thaddeus Crews
2ed6d12652 Merge pull request #97363 from reduz/deterministic-gen-suberesources-id
Allow passing UID to importer
2024-11-11 14:18:30 -06:00
Juan
fe34c45d2a Allow passing UID to importer
This helps, for importers spitting out new resources to the res://
filesystem to actually hash them to generate deterministic UIDs.

This PR also fixes the determinism for translations.
2024-11-11 15:22:42 +01:00
Thaddeus Crews
925b690c98 Core: Integrate Ref::instantiate where possible 2024-11-10 12:41:26 -06:00
Aaron Franke
924732772b GLTF: Preserve node visibility on import 2024-11-05 19:06:08 -08:00
Arseny Kapoulkine
260287b3a1 Rewrite index optimization code for maximum efficiency
While all the previous fixes to optimizeVertexCache invocation fixed the
vertex transform efficiency, the import code still was missing two
crucial recommendations from meshoptimizer documentation:

- All meshes should be optimized for vertex cache (this reorders
  vertices for maximum fetch efficiency)
- When LODs are used with a shared vertex buffer, the vertex order
  should be generated by doing a vertex fetch optimization on the
  concatenated index buffer from coarse to fine LODs; this maximizes
  fetch efficiency for coarse LODs

The last point is especially crucial for Mali GPUs; unlike other GPUs
where vertex order affects fetch efficiency but not shading, these GPUs
have various shading quirks (depending on the GPU generation) that
really require consecutive index ranges for each LOD, which requires the
second optimization mentioned above. However all of these also help
desktop GPUs and other mobile GPUs as well.

Because this optimization is "global" in the sense that it affects all
LODs and all vertex arrays in concert, I've taken this opportunity to
isolate all optimization code in this function and pull it out of
generate_lods and create_shadow_mesh; this doesn't change the vertex
cache efficiency, but makes the code cleaner. Consequently,
optimize_indices should be called after other functions like
create_shadow_mesh / generate_lods.

This required exposing meshopt_optimizeVertexFetchRemap; as a drive-by,
meshopt_simplifySloppy was never used so it's not exposed anymore - this
will simplify future meshopt upgrades if they end up changing the
function's interface.
2024-11-04 06:58:06 -08:00
Arseny Kapoulkine
494fe2fe21 LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings
"Raycast Normals" was introduced in 4.4 dev and defaulted to "false".
The limited testing results at the time suggested that raycasting
generally reduces normal quality compared to native simplifier results,
at the same time increasing vertex memory and import time.

To play it safe, we introduced a setting that defaulted to false, with
the goal of removing it later in 4.4 development cycle if no regressions
are noticed. Since we already had three dev snapshots and no reports,
this change removes the setting and associated code.

"Normal Split Angle" was only used when raycast normals were enabled;
this change removes it from the settings, but keeps it in the script
binding for compatibility.

Existing meshes import exactly the same after this change (unless they
chose to override raycasting which would be surprising).

split_normals helper was only used in this code path and is also removed
for simplicity; it is unlikely that this code will be useful as is, as
it can only regenerate normals without fixing tangents or updating
positions.
2024-10-28 10:14:04 -07:00