Commit Graph

132 Commits

Author SHA1 Message Date
dcb6431c01 Use const ref parameters in the GLTF module 2025-11-13 18:19:26 -08:00
a5424c321e GLTF: Make handle binary image mode enum type-safe 2025-11-04 10:42:11 -08:00
ae9732139a Merge pull request #109433 from KoBeWi/hastension
Add `has_extension()` method to String
2025-10-31 09:23:30 -05:00
b17aa3343a Revert "SCons: Add CPPEXTPATH for external includes" 2025-10-06 13:09:22 -05:00
a33ae0be0e Add has_extension() method to String 2025-08-12 13:15:16 +02:00
f11aff3841 Editor: Restructure editor code
Moving various editor files into sub folders to reduce clutter
2025-07-04 18:18:22 +02:00
e2931a5c19 Make conversions from NodePath to String explicit. 2025-06-11 16:50:27 +02:00
a56b3a93d3 Implement naming version system for FBX and Blend importers like glTF 2025-06-10 09:42:54 -07:00
8350919575 GLTF: Make skeleton bone names unique per-skeleton instead of scene-wide 2025-06-10 02:44:56 -07:00
5538850d87 Core: Convert Pair/KeyValue to constexpr 2025-05-15 10:37:41 -05:00
f8f350a32a Add GLOBAL_GET cached macros.
GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.

Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
2025-04-30 15:08:50 +01:00
a54301ef75 fix fbx runtime import not generating meshes properly
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: K. S. Ernest (iFire) Lee <fire@users.noreply.github.com>
Co-authored-by: Naming-things-is-hard-btw <ahmadmhamad12331233@gmail.com>
2025-04-27 10:55:46 -06:00
1f56d96cf2 Merge pull request #104893 from Repiteo/scons/external-includes-alt
SCons: Add `CPPEXTPATH` for external includes
2025-04-02 07:48:03 -05:00
f25fc34439 SCons: Add CPPEXTPATH for external includes 2025-04-02 07:29:08 -05:00
4f4031a675 Replace size() == 0 with is_empty(). 2025-04-02 19:18:43 +08:00
75881f8322 Use initializer list in Arrays 2025-03-26 18:38:15 +01:00
7cb2fb189a Remove TOOLS_ENABLED checks from editor/ 2025-03-14 18:13:16 +01:00
393465ce92 Register editor classes normally, rather than via ClassDB::set_current_api() 2025-03-13 15:17:45 -05:00
d7c9c3a5f6 Merge pull request #102538 from Chubercik/ufbx-0.16.0
ufbx: Update to 0.17.1
2025-03-10 21:05:50 -05:00
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
100001c807 ufbx: Update to 0.17.1 2025-03-02 11:37:32 +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
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
33817b186f Remove unused header in drivers and modules.
Co-authored-by: Thaddeus Crews <repiteo@outlook.com>
2024-12-24 00:40:47 +08:00
2450dee1bc Merge pull request #93401 from Repiteo/style/clang-tidy-fixes
Style: Apply `clang-tidy` fixes
2024-11-04 21:52:05 -06:00
834189a618 GLTF: Clean up animation code to make way for KHR_animation_pointer 2024-11-04 17:55:38 -08:00
bb5f390fb9 Style: Apply clang-tidy fixes (superficial)
• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
2024-11-04 12:11:14 -06:00
9f9ee0c813 SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
b9b07d619f Merge pull request #94783 from TokageItLab/validate-gltf-anim-name
Add validation to glTF importer for Blendshape and Animation
2024-09-12 09:25:10 +02:00
194bdde947 Cleanup of raw nullptr checks with Ref
Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
2024-08-31 15:01:09 +02:00
9dd71c6414 ResourceImporterScene: Replace animation bool with an import type string enum 2024-08-27 14:58:18 -07:00
7050e581ff Fix owner warning when importing FBX. 2024-08-26 14:51:49 +01:00
065dd099dd Remove empty bind_methods() 2024-08-15 08:24:32 +02:00
0235086c14 Add validation to glTF importer for Blendshape and Animation 2024-07-26 18:05:34 +09:00
169e732518 Fix missing options in Project Import Defaults 2024-07-09 09:33:39 -04:00
7728839247 Rename FBX2glTF binary path setting back to 4.2 name
This preserves compatibility when upgrading Godot 4.2 projects which relied on that
path being configured in the editor settings.

The old name also makes sense for this one, it's fine for fbx2gltf_path to be under
a generic fbx category which could have more settings also impacting ufbx.
2024-05-30 23:42:11 +02:00
24f56008ac Add bake_fps for FBXDocument, GLTFDocument and both import-export. 2024-05-23 09:09:36 -07:00
c433754d34 fbx: change import option defaults
ufbx has special logic to handle animation/trimming, and most users expect trimming to be on.
For existing projects, we should upgrade files0 to FBX2glTF to preserve node compatibility.
2024-05-21 07:58:36 -07:00
82e77eab35 Merge pull request #91529 from bqqbarbhg/ufbx-warnings
FBX: Print ufbx load warnings on import
2024-05-07 13:48:56 +02:00
e8d5bdd95d Merge pull request #91528 from bqqbarbhg/ufbx-v0.14.0
FBX: Update ufbx to v0.14.0
2024-05-07 13:48:52 +02:00
5cd7ae198d Update ufbx to v0.14.0 2024-05-07 14:27:21 +03:00
04db5cf063 Print ufbx load warnings on import 2024-05-07 12:43:48 +03:00
b9ab0e46e2 Fix handling missing skins using ufbx importer
Previously, _asset_parse_skins() would mess with the order of skin indices.
However, the rest of the code expected these to match to ufbx skin indices.
To fix this, retain the original skin indices in FBXState::original_skin_indices.
2024-05-03 20:46:26 +03:00
095569011c Resolve bind poses from FBX clusters instead of FBX poses
Turns out that the information in FBX Pose objects is relatively often broken.
Using skin cluster bind poses seems more reliable, but cannot capture the bind pose of the root bone.
2024-04-25 21:13:50 +03:00
17d9c52ad9 Merge pull request #90894 from lyuma/animation_step_30
Set animation step from importers. Increase default step from 10 to 30FPS
2024-04-24 09:59:21 +02:00
33e977ee34 fbx: Avoid name conflict with humanoid "Root" bone
The importer forces name uniqueness, even for the root. "RootNode" is less likely to conflict.
2024-04-23 01:43:03 -07:00
bb9674c1b1 Set animation step from importers. Increase default step from 10 to 30 FPS. 2024-04-19 03:02:20 -07:00
d3706488d9 Fix FBX and glTF when root nodes are skeleton bones
Set p_scene_parent to the skeleton to guarantee BoneAttachment3D nodes are added as a child of the active skeleton.
Use get_owner() to go all the way up when calculating the root node in generate_scene
2024-04-17 22:10:05 -07:00
2a757e4897 Fix FBX texture path resolving 2024-04-13 20:28:12 +03:00
659597b290 Enable FBX albedo factor when textures are bound 2024-04-13 03:12:03 +03:00