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Fix import hints that are followed by dot.number #79050
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Could you please also update the docs:
# 4.0.3: 123
# master: 1_2_3
print("1.2@3".validate_node_name()) This is not directly related to the PR title, but it is also a consequence of #75760. |
So I did some testing, it seems like it's a decent workaround for the current regression, though this warrants further work to make things more robust. The key change here is that this logic used to run before validating the node names, so we could properly handle the Also worth noting that the current code is super hacky and greedy, and will replace random sequences of To test this I made this scene derived from the MRP of #78881: Test project with blend and exported glb and dae: 4.0.3Here's how it imports in 4.0.3 using different formats (.blend file directly, .glb exported from Blender 3.6, .dae exported from Blender 3.6): blendBehaves as expected for the 4.0.3 logic, the The glbSimilar behavior as blend, minus the light and camera but that's properly from not setting the right export settings, and unrelated to this issue. daeAlso similar result. The scene tree order seems backwards, but that might be a bug in the Collada pipeline which we don't actively maintain. 4.1 RC 3Reproducing the bug first to be able to validate the change. blendAs expected, hints aren't properly handled, aside from the one on Worth noting that the node name disambiguation logic changed too, so it's no longer named glbConsistent with blend. daeConsistent with above results too. Note how the name conflict handling differs between the glTF and collada pipelines (duplicate This PRConfirming that it fixes the issue on the "expected" case of having blendAs expected, fixes the bug, creates a minor behavior change for glbSame result. daeAlso working as expected. TL;DR: It's not perfect, but I think it's good enough to YOLO merge now for 4.1 and fix the regression. I'd appreciate that the @godotengine/import teams looks further into it afterwards anyway, and makes sure that this system is more robust. |
@capnm Could you rebase your branch? The current version is 800+ commits behind |
I forgot to rebase the github repo.
It is a good idea from old times, but changing names is very limited and as you can see very bad to handle. Now the Blender glTF exporter is able to export custom object properties, it is IMO much better to use that.
For example, this doesn't look fast...
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Tested locally on https://github.com/godotengine/tps-demo (rebased on top of master
cdd2313), it works.
Thanks! You are officially closing the development cycle for 4.1 🎉 Edit: Ah, crap, I thought you have rebased already. Mea culpa. |
Several seconds too late :) |
Fixes #78881.