Add Blender install autodetection and configuration.
This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
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@@ -553,9 +553,9 @@
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<member name="editor/script/templates_search_path" type="String" setter="" getter="" default=""res://script_templates"">
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Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
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</member>
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<member name="filesystem/import/blend/enabled" type="bool" setter="" getter="" default="true">
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<member name="filesystem/import/blender/enabled" type="bool" setter="" getter="" default="true">
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If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
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This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blend/blender_path[/code]. Blender 3.0 or later is required.
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This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
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</member>
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<member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true">
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If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
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