Commit Graph

1149 Commits

Author SHA1 Message Date
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
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
f2ad4303aa csv import: generate positve UID for .translation and follow renames
Mask with INT64_MAX to avoid negative UIDs which cause bugs.
If the generated .translation UID is already in use (renamed), overwrite that file instead.
2025-02-22 01:08:48 -08:00
622344b47d Merge pull request #99810 from hakro/toggle_skeleton
Style skeleton button on import screen
2025-02-12 11:20:56 +01:00
b2e5a5b4c1 Add missing Auto (Except Pixel Fonts) option to advanced import dialog. 2025-02-07 11:16:46 +02:00
3be46a69c4 Fix uppercase B and X parsing in the integer literals. 2025-02-05 16:02:06 +02:00
06b2c9f23f Fix save path validation for imported scenes 2025-01-30 23:27:36 +01:00
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
048788f07d Fix scrolling for advanced importer controls. 2025-01-14 11:36:48 +01:00
e4de1f4583 Make EditorSceneFormatImporter::_get_import_options match EditorScenePostImportPlugin API 2025-01-13 21:45:53 +01:00
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
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
34d8255947 Force build editor with regex module, remove checking code.
Fix include.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-07 19:43:23 +08:00
ba8a155551 Merge pull request #98909 from demolke/master
GLTF: Don't duplicate textures when importing blend files
2025-01-06 22:46:44 +01:00
d8b1a5aac2 Merge pull request #92235 from paddy-exe/advanced-import-macbook-mouse-magnify
Add MagnifyGesture to Advanced Import dialog zooming
2024-12-30 08:58:50 -06:00
f1b3f17ae3 Add MagnifyGesture to Advanced Import dialog zooming 2024-12-26 23:53:34 +01:00
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
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
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
143d8c87bb Move reimport check to EditorImportPlugin
reimport_append is used by gltf_document, fbx_document and editor_import_plugin. The first two will never call it when importing == false. It's only the editor_import_plugin that should guard against that.
https://docs.godotengine.org/en/stable/classes/class_editorimportplugin.html#class-editorimportplugin-method-append-import-external-resource

The motivation of removing the check from gltf_document call path is to be able to test nested imports (texture embedded in gltf).
2024-12-18 21:24:18 +01:00
bf4e5cca3f Make editor's shortcut names translated on-site 2024-12-18 13:00:30 +08:00
9ecdeb3723 Merge pull request #98747 from tetrapod00/standardize-renderer-strings
Standardize terms for renderers in error strings
2024-12-13 16:19:37 -06:00
31bc6afcad Merge pull request #96802 from dsnopek/expose-resource-importer-get-format-version
Expose `ResourceImporter::get_format_version` via `EditorImportPlugin::_get_format_version()`
2024-12-12 16:13:26 -06:00
af47df1005 Expose ResourceImporter::get_format_version via EditorImportPlugin::_get_format_version() 2024-12-12 08:15:28 -06:00
abca8318c4 Merge pull request #98071 from BlueCube3310/res-import-tex-clean
Clean up ResourceImporterTexture
2024-12-12 14:09:45 +01:00
0400cbce1e Clean up ResourceImporterTexture 2024-12-12 11:38:40 +01:00
9a8d6628de [Scene] Add SceneStringName::hover 2024-12-11 11:11:25 +03:00
b5c31ebb41 Add contains_char() for single-character 'contains' calls. 2024-12-06 20:23:35 +01:00
42eb4fbc07 Merge pull request #93831 from what-is-a-git/wav-runtime
Add runtime file loading to `AudioStreamWAV`
2024-12-03 14:40:42 -06:00
707f1038c3 Add runtime file loading to AudioStreamWAV 2024-12-02 20:03:53 -05:00
fa264115ce Merge pull request #98664 from bruvzg/ts_reset_subpixel_shift
[TextServer] Reset subpixel shift on blank glyphs.
2024-12-02 17:20:07 +01:00
8f5b4cd7fe Style skeleton button on import screen 2024-11-29 00:47:33 +01:00
1c78b09815 Merge pull request #96544 from SaracenOne/import_thumbnails
Generate thumbnails on imported scenes.
2024-11-27 10:47:02 -06:00
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
74611a74d1 Generate editor thumbnails on imported scenes. 2024-11-24 10:23:56 -08:00
3d6e712177 Merge pull request #93714 from Calinou/normal-map-invert-y-preserve-alpha-channel
Preserve existing alpha channel when using Normal Map Invert Y import option
2024-11-18 09:23:31 -06:00
f5b49af99f Add RetargetModifier3D for realtime retarget to keep original rest 2024-11-18 22:44:55 +09:00
68f638cf02 Use (r)find_char instead of (r)find for single characters 2024-11-17 10:02:18 +01:00
64ce03f261 Merge pull request #93440 from Calinou/import-size-limit-downsample-if-necessary
Downsample textures on import if necessary for technical reasons
2024-11-13 08:33:40 -06:00
2ed6d12652 Merge pull request #97363 from reduz/deterministic-gen-suberesources-id
Allow passing UID to importer
2024-11-11 14:18:30 -06:00
9be806aef1 Merge pull request #92986 from Repiteo/core/ref-instantiate-integration
Core: Integrate Ref `instantiate` where possible
2024-11-11 14:18:15 -06:00
204f589213 Merge pull request #97551 from lalitshankarchowdhury/resize-audio-waveform
AudioStreamImport: Allow waveform resize
2024-11-11 14:18:00 -06:00
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
899f5151c3 Standardize terms for renderers in error strings
Use "Forward+", "Mobile", "Compatibility", and "renderer" or "rendering method".
2024-11-10 13:30:44 -08:00
925b690c98 Core: Integrate Ref::instantiate where possible 2024-11-10 12:41:26 -06:00
b40e04d94f Remove unnecessary condition 2024-11-09 10:42:22 +09:00
3a7efc9edf Merge pull request #98874 from aaronfranke/gltf-preserve-visibility
GLTF: Preserve node visibility on import
2024-11-07 12:36:35 -06:00
671d6e3230 Merge pull request #98150 from hunterloftis/fix-default-import-threaded
Fix freeze on non-thread-safe custom importers
2024-11-07 12:36:20 -06:00
924732772b GLTF: Preserve node visibility on import 2024-11-05 19:06:08 -08:00
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