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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Updated func godot to latest dev
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aef2437e21
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26 changed files with 682 additions and 6069 deletions
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@ -178,7 +178,7 @@ func build_def_text(target_editor: FuncGodotFGDFile.FuncGodotTargetMapEditors =
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prop_val = "\"\""
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TYPE_OBJECT:
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if value is Resource:
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prop_val = value.resource_path
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prop_val = "\"" + value.resource_path + "\""
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if value is Material:
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if target_editor != FuncGodotFGDFile.FuncGodotTargetMapEditors.JACK:
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prop_type = "material"
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@ -17,6 +17,8 @@ enum TargetMapEditor {
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@export var scale_expression : String = ""
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## 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!
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@export var generate_size_property : bool = false
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## 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.
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@export var rotation_offset: Vector3 = Vector3(0.0, 0.0, 0.0)
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## Creates a .gdignore file in the model export folder to prevent Godot importing the display models. Only needs to be generated once.
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@export var generate_gd_ignore_file : bool = false :
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get:
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@ -97,7 +99,9 @@ func _create_gltf_file(gltf_state: GLTFState, path: String, node: Node3D) -> boo
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var gltf_document := GLTFDocument.new()
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gltf_state.create_animations = false
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node.rotate_y(deg_to_rad(-90))
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node.rotate_x(deg_to_rad(rotation_offset.x))
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node.rotate_y(deg_to_rad(rotation_offset.y))
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node.rotate_z(deg_to_rad(rotation_offset.z))
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# With TrenchBroom we can specify a scale expression, but for other editors we need to scale our models manually.
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if target_map_editor != TargetMapEditor.TRENCHBROOM:
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