Use the Blender file name instead of the generated GLTF file name
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@ -130,8 +130,9 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
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// Get global paths for source and sink.
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// Escape paths to be valid Python strings to embed in the script.
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const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path).c_escape();
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const String blend_basename = p_path.get_file().get_basename();
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const String sink = ProjectSettings::get_singleton()->get_imported_files_path().path_join(
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vformat("%s-%s.gltf", p_path.get_file().get_basename(), p_path.md5_text()));
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vformat("%s-%s.gltf", blend_basename, p_path.md5_text()));
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const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink).c_escape();
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// Handle configuration options.
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@ -282,6 +283,7 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
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if (p_options.has(SNAME("blender/materials/unpack_enabled")) && p_options[SNAME("blender/materials/unpack_enabled")]) {
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base_dir = sink.get_base_dir();
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}
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state->set_scene_name(blend_basename);
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err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, base_dir);
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if (err != OK) {
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if (r_err) {
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@ -573,7 +573,7 @@ Error GLTFDocument::_parse_scenes(Ref<GLTFState> p_state) {
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// Determine what to use for the scene name.
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if (scene_dict.has("name") && !String(scene_dict["name"]).is_empty() && !((String)scene_dict["name"]).begins_with("Scene")) {
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p_state->scene_name = scene_dict["name"];
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} else {
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} else if (p_state->scene_name.is_empty()) {
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p_state->scene_name = p_state->filename;
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}
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if (_naming_version == 0) {
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