Updated func godot to latest dev

This commit is contained in:
Marco 2025-06-20 10:52:08 +02:00
commit d41eaf5164
26 changed files with 682 additions and 6069 deletions

View file

@ -178,7 +178,7 @@ func build_def_text(target_editor: FuncGodotFGDFile.FuncGodotTargetMapEditors =
prop_val = "\"\""
TYPE_OBJECT:
if value is Resource:
prop_val = value.resource_path
prop_val = "\"" + value.resource_path + "\""
if value is Material:
if target_editor != FuncGodotFGDFile.FuncGodotTargetMapEditors.JACK:
prop_type = "material"

View file

@ -17,6 +17,8 @@ enum TargetMapEditor {
@export var scale_expression : String = ""
## Model Point Class can override the 'size' meta property by auto-generating a value from the meshes' [AABB]. Proper generation requires 'scale_expression' set to a float or [Vector3]. **WARNING:** Generated size property unlikely to align cleanly to grid!
@export var generate_size_property : bool = false
## Degrees to rotate model prior to export. Different editors may handdle GLTF transformations differently. If your model isn't oriented correctly, try modifying this property.
@export var rotation_offset: Vector3 = Vector3(0.0, 0.0, 0.0)
## Creates a .gdignore file in the model export folder to prevent Godot importing the display models. Only needs to be generated once.
@export var generate_gd_ignore_file : bool = false :
get:
@ -97,7 +99,9 @@ func _create_gltf_file(gltf_state: GLTFState, path: String, node: Node3D) -> boo
var gltf_document := GLTFDocument.new()
gltf_state.create_animations = false
node.rotate_y(deg_to_rad(-90))
node.rotate_x(deg_to_rad(rotation_offset.x))
node.rotate_y(deg_to_rad(rotation_offset.y))
node.rotate_z(deg_to_rad(rotation_offset.z))
# With TrenchBroom we can specify a scale expression, but for other editors we need to scale our models manually.
if target_map_editor != TargetMapEditor.TRENCHBROOM: