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* Export an additional GLB file using UnityGLTF (default settings for now) * scripting define to stop the gltf importers clashing * Remove editor-only property ref * Experimental Export Config replaced * Updated Export * Set minimal defaults * Remove LATK compiler flag as we're using UserConfig now. Formatting. * Remove another check for the latk flag * Cleanups for the new glb export logic. Make a separate directory. * Small refactor. Formatting * Small refactor and simplification. Mainly cosmetic * dotnet-format and other cosmetic changes * More formatting changes. Latk doesn't need to be in platform config * Fix reading defaults from open brush config file * Convert node names to use brush DurableName instead of guid * Fix post-merge issues * Update packages-lock.json * Update UnityGLTF version * WIP Export plugin * Fix NRE. Cleanup unused code. * dotnet-format * fix extension usage * Naming and dotnet-format * Consistent case for metadata keys * Refactor batch to stroke logic. Initial WIP version of brush mesh baking * Catch a couple of NREs when exporting allbrushes.tilt * Enable animations and blend shape export in UnityGltf * dotnet-format * Initial support for selecting parts of an imported model * Import SVG as 3d model * Normalize slashes for loaded models * Fix issue where sketchbook panel appears when loading a sketch from the API * Catch an occasional NRE * Refactor the model subtree so it lives on ModelWidget instead of Model * Fix an NRE * Slightly better logic for extracting subtrees * Fix undo * Fix bounding box for broken apart models * Correctly Configure single and double sided materials * Update packages-lock.json * Fix cloning and ungrouping for broken apart models. Initial work on SVG support * dotnet format * Subtree bug fixes. Update vector graphics package version * Fix the case where a node is both a mesh and a parent to other meshes * dotnet format * Remove unused imports * Fix broken webimport api endpoint * Allow config switch to use UnityGLTF instead of GLTFast for import * Update UnityGltf * Code cleanup * Editor script and converted maps * Revert "Update UnityGltf" This reverts commit a2a57b3. * Update UnityGltf (without including extraneous changes this time) * Update GLTFast * Disable lights when in the panel * Fix light range and intensity. Fix incorrect bool check. Code cleanup * Why not generate material collector here? * Light Gizmos * Rewrite "break apart model" logic to be less brittle and confusing * Remove debug logs and factor out a local function that didn't do much * Dots and Double Tapered X added * Brush Baker Prefab: added the compute shaders on the list * BrushBaker.cs: UV1 input added * bakeDots.compute: first particle sample for Dots * bakeDoubleTaperedX.compute: work for both TaperedMarker and TaperedFlat * Take light gizmo bounds into account * Revert "Editor script and converted maps" This reverts commit 2ff35d3. * Fix normal map format * Log error when we fall back to legacy importer * Handle the fact UnityGLTF shaders dont't set a main color. * [CI BUILD] * Handle missing compute shaders * Fix light range * I goofed when refactoring this previously. * This seems to mostly fix issues with the material collector. * Fix importing via API * Slightly more robust main color detector * [CI BUILD] * Initial implementation of LightWidgets (WIP) * Finish all particles compute shaders - BrushBaker.cs: vertex color attribute added - Brush Baker Prefab: added the compute shaders on the list Computer Shader Added: - Bubbles - Embers - Rising Bubbles - Smoke - Snow - Stars * Finish all needed compute shader Brush Baker: - added World to Local Matrix - uv1 is a Vector4 now added compute shaders: - Disco - Electricity - HyperGrid - LightWire added X compute shaders: - BubbleWand - DanceFloor - Keijiro Tube - Rain - Sparks - Waveform Particles * Fix KeijiroTube's Bug KeijiroTube is a little bit different. _Time.z is used to create a building effect on the mesh so I have set the time to be 1.0 so the mesh is build finished In the future, this brush have to interpolate from 0 to 1 in order to rebuild the building effect * This texture was a pallettized image * Fix a NRE * bounds calc should include inactive lights * Fix for when the Unity project has spaces in the path * Handle a few edge cases with editor texture export for toolkit * Improved handling of imported lights * Encapsulate HighlightMeshXfs and ensure mesh filters are kept in sync * The rest of the scaffolding needed for light save/load * Fleshing out LightWidget some more * [CI BUILD] * Add some missing API methods plus a small fix/refactor * Fix grabbing of broken apart models * UnityGLTF light import intensity tweak * Keep pylint happy * Update GLTFast to latest and add optional dependencies * dotnet-format * Fix bad auto-merge * I'm awake this time * Update UnityGltf to latest (2.11.0-rc) --------- Co-authored-by: Benji <[email protected]> Co-authored-by: Nicholas Liang <[email protected]>
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