Commit Graph

59 Commits

Author SHA1 Message Date
zinefer 89f22518dc Bugfix: Replace // with \\ before sending path to Blender
On Windows, Blender treats //fileshare/assets/model.blend as a relative
path which will not be found. Instead, replace the first two chars with
`\\` which when escaped becomes `\\\\`.

(cherry picked from commit 72d18d50a4)
2024-01-25 18:08:46 +01:00
Pedro J. Estébanez fe4850c0d0 Use mingw-std-threads in MinGW builds 2023-11-18 11:56:05 +01:00
Aaron Franke 6d8f029df4
Use the Blender file name instead of the generated GLTF file name 2023-11-09 12:11:39 -06:00
Aaron Franke 58076b9ccb
Implement glTF compat version system for files from older Godot versions 2023-11-03 12:07:25 -05:00
Haoyu Qiu 2413952a4c Fix "as" capitalization in editor strings 2023-10-23 16:10:05 +08:00
Rémi Verschelde 3cf17679ca
Merge pull request #81194 from rcorre/blend-import-76338
Update blender export flags for 3.6.
2023-10-02 13:16:11 +02:00
Ryan Roden-Corrent 7e64c6c399
Update blender export flags for 3.6.
Fixes #76338.

Blender 3.6 imports fail with:

```
TypeError: Converting py args to operator properties: : keyword "export_nla_strips" unrecognized
```

The `export_nla_strips` flag was removed and replaced with `export_animation_mode`.
In 3.6.0-3.6.21, this option does not exist at all and causes the failure above.
In 3.6.22, this option was re-added, but does nothing.
See 96a73cb664.

We now need to check the blender version to determine what flags to use.
This adds an additional shell command before every import.
We might consider caching the version, but we'd have to invalidate the cache if the blender version or path changes.

As an aside, the "group animations" setting in Godot does the opposite of what I'd expect.
When `group_tracks=true`, each animation is exported individually.
When `group_tracks=false`, all animations are exported as a single track.
This seems backwards, but I've kept the 3.6 behavior consistent with 3.5.

From https://docs.blender.org/api/3.6/bpy.ops.export_scene.html:

> ACTIONS Actions – Export actions (actives and on NLA tracks) as separate animations.
> ACTIVE_ACTIONS Active actions merged – All the currently assigned actions become one glTF animation.

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-09-30 11:32:21 -04:00
kobewi 6de34fde27 Add EditorStringNames singleton 2023-09-03 19:58:18 +02:00
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
Hakim 1fb1dd3248 Refresh the filesystem tab when exporting a new GLTF file 2023-06-10 23:04:20 +02:00
Ninni Pipping 71ee65dc57 Enable shadow warnings and fix raised errors 2023-05-11 16:00:59 +02:00
Yuri Sizov 8a74d8438f Extract editor run toolbar into its own component
- Simplify and update its logic.
- Simplify EditorScript.
- Improve EditorNode and other relevant includes.
- Fix scene-based path in the movie writer when
reloading a scene.
2023-04-19 17:12:28 +02:00
Yuri Sizov 4154039832 Improve includes of EditorNode (and everything else)
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
2023-04-07 18:59:49 +02:00
juliuse98 7a0d12182e
Fix blend-file import when using custom color management in blender
When using custom color management in blender the --version command will
output additional information infront of the "normal" output and this
prevented the import.

Fixes #74439.
2023-03-06 22:36:03 +01:00
Lyuma 1c090d37b4 fbx: Set base_dir correctly in append_from_scene 2023-02-20 16:32:27 -08:00
Silc Renew 4970c27ff5 Fix gltf import generate_scene() option 2023-02-15 17:43:34 +09:00
RedMser 8f099c7de3 Better error handling for Blender RPC import
- If RPC import fails, then try a direct import as well. While it's
 slower, it may be better than failing the import completely.
- Connection errors will disable RPC automatically, to avoid having to
wait the full 30 seconds timeout each time.
  This should be properly fixed by allowing to override the timeout
per HTTPClient.
2023-02-06 18:23:20 +01:00
Rémi Verschelde c40020513a
Merge pull request #72440 from V-Sekai/gltf_embed_as_uncompressed
gltf: Add GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_UNCOMPRESSED
2023-02-01 12:10:13 +01:00
Lyuma bc24d01359 gltf: Add GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_UNCOMPRESSED
This option allows for a safe fallback for embedded gltf textures in cases where VRAM compression is not needed.
Add an is_editor_hint guard around GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES, to use EMBED_AS_UNCOMPRESSED by default at runtime.
This provides an option for pixel art to be stored losslessly.
Additionally, respect project importer defaults for texture import settings.
Avoid writing and reimporting extracted textures identical to version on disk.
2023-02-01 01:42:36 -08:00
Rémi Verschelde 9b0f194bbb
Fix blend runner copyright headers 2023-02-01 09:39:31 +01:00
Rémi Verschelde d29036bcda
Merge pull request #69319 from RedMser/blender-import-rpc
Batch import Blend files using XML RPC
2023-02-01 08:21:16 +01:00
Silc Renew 8b3be51d17 Add remove immutable tracks option to glTF importer
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2023-01-30 08:57:27 +09:00
K. S. Ernest (iFire) Lee 39922d7167 Handle gltf binary
[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ]

Enable compressed mip maps from Basis Universal for faster compressions.

Increase the quality of Basis to avoid corruption.

To keep compatibility use the first mip of the previous internal Godot format.

Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
2023-01-27 02:02:02 -08:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
reduz e93d991329
Add a dialog for customizing FBX import
* If FBX files are found, a dialog will pop up asking to configure FBX2glTF.
* Dialog can also be accessed by going Editor -> Configure FBX Import.
* The dialog also shows a link to click to download the converter, which
  should contain instructions.
2022-12-18 01:08:54 +01:00
RedMser ba388d09b4 Batch import Blend files using XML RPC
This improves performance when importing many Blender files, as it
avoids waiting for Blender to startup every time.
Old logic is still available by setting the RPC port setting to 0.
2022-12-15 18:27:02 +01:00
Rémi Verschelde 0c1273629d
Merge pull request #69372 from aaronfranke/gltf-cleanup
GLTF module: Clean up lots of includes
2022-12-10 10:48:14 +01:00
Eduard Zalyaev 627b9ca049 EditorSceneFormatImporterGLTF: check if "animation/trimming" parameter from import settings exists
Fixes godotengine#69625
2022-12-06 19:11:21 +03:00
Aaron Franke 1bbbee384d
GLTF: Clean up lots of includes 2022-11-29 23:11:08 -06:00
Rémi Verschelde 09e1db2148
Merge pull request #68665 from TokageItLab/cut-unkeyed-gltf-anim
Add "Trimming" option to cut un-keyed timeline before first key in glTF animation
2022-11-29 16:51:56 +01:00
trollodel c90d0bd84f Use forward-declarations in big editor classes 2022-11-29 09:59:43 +01:00
Silc Renew db7473672f Add trimming option to cut un-keyed timeline before first key in gltf 2022-11-29 13:53:33 +09:00
Rémi Verschelde d5d83eefd3
Merge pull request #66026 from aaronfranke/gltf-extension
Change the way GLTFDocumentExtension classes are registered
2022-11-20 11:44:05 +01:00
trollodel ba9e619b51 Use forward-declarations in EditorPlugin where possible 2022-11-11 20:25:51 +01:00
Aaron Franke 73c673a614
Change the way GLTFDocumentExtension classes are registered
Also move GLTFDocumentExtension into the extensions folder
2022-11-09 20:58:48 -06:00
bruvzg 0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Jonathan Nicholl 2830e276b8 Clean up .blend importer to fix unreachable code paths 2022-10-03 14:48:36 -04:00
Jonathan Nicholl 3086b1b79d Fix visibility filtering options for .blend imports 2022-10-02 11:11:04 -04:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Micky ef5b9a06a9 Rename `hint_tooltip` to `tooltip_text` & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
Hakim 805ffdfbf6 Prevent AnimationPlayer from being added on GLTF import if the option is unchecked. Fixes #63954 2022-08-10 11:17:29 +02:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
FireForge e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
Rémi Verschelde 9923851370 Fix typos with codespell
Using codespell 2.2-dev from current git.
2022-05-23 21:32:19 +02:00
K. S. Ernest (iFire) Lee d600e0bc00 Improve gltf extension GLTFDocument api. 2022-05-20 06:58:48 -07:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde d22850234c
Merge pull request #59393 from techiepriyansh/move-gltf-export-under-scene-menu 2022-04-27 11:51:49 +02:00
reduz 66009318e0 Import scenes as AnimationLibrary
Added the ability to import scenes as AnimationLibrary

* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.

Creates a secondary scene importer used only for animations.

**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
2022-04-13 15:06:56 +02:00
Priyansh Rathi 0ea7780e33
move gltf export under scene menu 2022-04-12 19:42:41 +05:30
Rémi Verschelde d4b54e35f9 Fix path handling in FBX and Blend importers
Fixes #59996.
2022-04-07 23:33:28 +02:00