- [fix] #12 Fix and optimize UV unwrap mode
- [fix] #11 Fix shader nodes and their inputs/outputs not being found when blender is set to a non-english language
- [change] #10 Always add mesh UV layers to prevent lighting issues when exporting to obj and importing in Godot
- [fix] Fix CCL optimization
- [feature] Speedup greedy meshing
- [feature] Add join models option to create a single mesh
- [fix] Fix missing voxels regression after introducing octrees
- [fix] Fix BDSF input keys for Blender 4
- [change] #7 Populate model material slots with defaults before loading
- [feature] #8 Improve performance by moving from sparse array to octree
- [change] Material modes with additional material properties moved to checkbox
- [fix] Fix small greedy meshing issue
- [fix] Fix material per color mode
- [feature] New material mode "Textured Models (UV unwrap)"
- [feature] Use scene graph name properties for group and model names
- [feature] Basic camera import
- [feature] Performance improvements
- [change] Change default voxel size to 0.1 meters
- [fix] Fix face vertex order
- [fix] Fix meshing edge case where the voxel hull splits the grid area
- [feature] #1 Limit material per color creation to only include used colors
- [feature] #1 Load remaining material properties in blender compatible ranges
- [feature] Significantly improve memory footprint using sparse arrays (for unfilled grids)
- [feature] Improve overall import performance
- [fix] Fix read_dict for python versions < 3.8
- [fix] Fix vertex color materials if ShaderNodeVertexColor does not exist in older blender versions
- [feature] Implemented different material modes
- [change] Vertex color material mode now automatically assigns a material
- [fix] Fix transform rotation matrix parsing
- [change] Change default meshing mode to
SIMPLE_QUADS
as it is probably more usable in most circumstances - [feature] Implemented vertex deduplication without the need for Blender edit mode
- Initial commit