Commit Graph

145 Commits

Author SHA1 Message Date
Yufeng Ying 4f4031a675 Replace size() == 0 with is_empty(). 2025-04-02 19:18:43 +08:00
Michael Alexsander 556933306a Allow to compile templates without navigation features 2025-04-01 11:53:35 -03:00
Yyf2333 22b5ec17fb Using iterator pattern instead of List::Element *.
Co-authored-by: Adam Scott <ascott.ca@gmail.com>
2025-03-28 13:29:15 +08:00
Lyuma 8997c999e9 Scene import: extract UID paths and store fallback
When extracting meshes, materials and animations, always store the uid:// path as well as a res:// fallback.
When validating import settings, load the fallback path if the uid:// path fails to load.
Update save_to_file/fallback_path every import to keep the file path in sync with the uid.
Use UID hashing for meshes and animations.
2025-03-19 11:50:39 +01:00
Thaddeus Crews 1f6426066e Merge pull request #98768 from Repiteo/core/constexpr-math-operators
Core: Add `constexpr` constructors/operators to math structs
2025-03-17 16:03:20 -05:00
kobewi 6f25babd6b Remove empty constructors and destructors from editor/ 2025-03-17 21:20:02 +01:00
Thaddeus Crews ea62170dac Core: Add constexpr constructors/operators to math structs
• Begin integrating `constexpr` on math tests; use `static_assert` where appropriate
2025-03-17 12:15:31 -05:00
A Thousand Ships 466590d0ec Use get_slicec instead of get_slice for single character splitters 2025-03-08 20:36:37 +01:00
Thaddeus Crews 324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
A Thousand Ships 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
Rémi Verschelde 622344b47d Merge pull request #99810 from hakro/toggle_skeleton
Style skeleton button on import screen
2025-02-12 11:20:56 +01:00
kobewi 06b2c9f23f Fix save path validation for imported scenes 2025-01-30 23:27:36 +01:00
Rémi Verschelde 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
Saracen 048788f07d Fix scrolling for advanced importer controls. 2025-01-14 11:36:48 +01:00
Lyuma e4de1f4583 Make EditorSceneFormatImporter::_get_import_options match EditorScenePostImportPlugin API 2025-01-13 21:45:53 +01:00
Aarni Koskela 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
Rémi Verschelde 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
Thaddeus Crews 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
Patrick Exner f1b3f17ae3 Add MagnifyGesture to Advanced Import dialog zooming 2024-12-26 23:53:34 +01:00
Lyuma 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
A Thousand Ships 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
Yufeng Ying 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
Haoyu Qiu bf4e5cca3f Make editor's shortcut names translated on-site 2024-12-18 13:00:30 +08:00
Chaosus 9a8d6628de [Scene] Add SceneStringName::hover 2024-12-11 11:11:25 +03:00
Lukas Tenbrink b5c31ebb41 Add contains_char() for single-character 'contains' calls. 2024-12-06 20:23:35 +01:00
hakro 8f5b4cd7fe Style skeleton button on import screen 2024-11-29 00:47:33 +01:00
Thaddeus Crews 1c78b09815 Merge pull request #96544 from SaracenOne/import_thumbnails
Generate thumbnails on imported scenes.
2024-11-27 10:47:02 -06:00
Thaddeus Crews 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
Saracen 74611a74d1 Generate editor thumbnails on imported scenes. 2024-11-24 10:23:56 -08:00
Silc Lizard (Tokage) Renew f5b49af99f Add RetargetModifier3D for realtime retarget to keep original rest 2024-11-18 22:44:55 +09:00
Thaddeus Crews 2ed6d12652 Merge pull request #97363 from reduz/deterministic-gen-suberesources-id
Allow passing UID to importer
2024-11-11 14:18:30 -06:00
Juan 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
Thaddeus Crews 925b690c98 Core: Integrate Ref::instantiate where possible 2024-11-10 12:41:26 -06:00
Thaddeus Crews 3a7efc9edf Merge pull request #98874 from aaronfranke/gltf-preserve-visibility
GLTF: Preserve node visibility on import
2024-11-07 12:36:35 -06:00
Thaddeus Crews 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
Aaron Franke 924732772b GLTF: Preserve node visibility on import 2024-11-05 19:06:08 -08:00
Arseny Kapoulkine 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
Clay John 7187c251da Merge pull request #98620 from zeux/lodgen-cleanup
LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings
2024-10-30 17:13:57 -07:00
Thaddeus Crews 696ca9db3c Merge pull request #98039 from aaronfranke/button-icon
Rename internal Button `*_icon` functions to `*_button_icon` to match exposed methods
2024-10-29 19:25:59 -05:00
Thaddeus Crews b7a0971ad2 Merge pull request #97934 from adamscott/give-AThousandShips-a-break
[Codestyle] Set clang-format `RemoveSemicolon` rule to `true`
2024-10-29 19:25:36 -05:00
Aaron Franke 562c666e3d Rename internal Button icon to button_icon to match exposed methods 2024-10-29 16:23:03 -07:00
Arseny Kapoulkine 494fe2fe21 LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings
"Raycast Normals" was introduced in 4.4 dev and defaulted to "false".
The limited testing results at the time suggested that raycasting
generally reduces normal quality compared to native simplifier results,
at the same time increasing vertex memory and import time.

To play it safe, we introduced a setting that defaulted to false, with
the goal of removing it later in 4.4 development cycle if no regressions
are noticed. Since we already had three dev snapshots and no reports,
this change removes the setting and associated code.

"Normal Split Angle" was only used when raycast normals were enabled;
this change removes it from the settings, but keeps it in the script
binding for compatibility.

Existing meshes import exactly the same after this change (unless they
chose to override raycasting which would be surprising).

split_normals helper was only used in this code path and is also removed
for simplicity; it is unlikely that this code will be useful as is, as
it can only regenerate normals without fixing tangents or updating
positions.
2024-10-28 10:14:04 -07:00
Adam Scott 0d350e7108 Set clang-format RemoveSemicolon rule to true
- Set clang-format `Standard` rule to `c++20`
2024-10-25 13:49:43 -04:00
Hugo Locurcio b8ee61f45d Add Generate LODs, Shadow Mesh and Lightmap UV2 options to OBJ mesh import
This puts OBJ mesh import on parity with 3D scene import. It's now
possible to have the same level of optimization as imported 3D scenes
while using the OBJ mesh workflow.

`optimize_indices_for_cache()` is now always called on import as well,
similar to what the 3D scene import already does.
2024-10-25 02:48:42 +02:00
Hunter Loftis bbb8c1703b Fix freeze on non-thread-safe custom importers 2024-10-15 11:46:14 -04:00
clayjohn 07546006e8 Fix crash when importing a surface with no UVs after another surface in the same OBJ file that had UVs 2024-09-20 19:29:11 -07:00
Aaron Franke b0f99099b4 Add "Use Node Type Suffixes" scene import option 2024-09-09 01:12:14 -07:00
Rémi Verschelde 82688e9e2e Merge pull request #96094 from SaracenOne/add_3d_skeleton_to_advanced_importer
Add 3D Skeleton Preview to Advanced Importer
2024-09-08 23:21:28 +02:00
Saracen 6532eff7a7 Various improvements to advanced importer skeleton preview.
Better size calculation in advanced importer preview.
Uses the skeleton mesh to calculate the scene's bounding box.
This improves some situations where a mesh instances' scale
does not match its visual representation when a skeleton
is applied.

Advanced importer skeletal preview UX improvement.
Make the visibility of the skeletal preview in the advanced importer
when selecting an animation dependent on a new dedicated toggle button
rather than carrying over whether a skeletal node was or was not previously
selected before selecting the animation.

Advanced importer skeletal preview fix.
Fixes the preview on scaled skeletons in the advanced importer by applying the node's scale
to the preview and generating a skin for it.
2024-09-07 02:09:47 +01:00
Rémi Verschelde d15de6f264 Merge pull request #96292 from AThousandShips/null_check_ref_fix
Cleanup of raw `nullptr` checks with `Ref`
2024-09-03 16:13:55 +02:00