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Merge pull request #84678 from aaronfranke/blend-name
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Use the Blender file name instead of the generated GLTF file name
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akien-mga committed Nov 9, 2023
2 parents 03d9797 + 6d8f029 commit 9df6491
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Showing 2 changed files with 4 additions and 2 deletions.
4 changes: 3 additions & 1 deletion modules/gltf/editor/editor_scene_importer_blend.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -130,8 +130,9 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
// Get global paths for source and sink.
// Escape paths to be valid Python strings to embed in the script.
const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path).c_escape();
const String blend_basename = p_path.get_file().get_basename();
const String sink = ProjectSettings::get_singleton()->get_imported_files_path().path_join(
vformat("%s-%s.gltf", p_path.get_file().get_basename(), p_path.md5_text()));
vformat("%s-%s.gltf", blend_basename, p_path.md5_text()));
const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink).c_escape();

// Handle configuration options.
Expand Down Expand Up @@ -282,6 +283,7 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
if (p_options.has(SNAME("blender/materials/unpack_enabled")) && p_options[SNAME("blender/materials/unpack_enabled")]) {
base_dir = sink.get_base_dir();
}
state->set_scene_name(blend_basename);
err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, base_dir);
if (err != OK) {
if (r_err) {
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2 changes: 1 addition & 1 deletion modules/gltf/gltf_document.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -573,7 +573,7 @@ Error GLTFDocument::_parse_scenes(Ref<GLTFState> p_state) {
// Determine what to use for the scene name.
if (scene_dict.has("name") && !String(scene_dict["name"]).is_empty() && !((String)scene_dict["name"]).begins_with("Scene")) {
p_state->scene_name = scene_dict["name"];
} else {
} else if (p_state->scene_name.is_empty()) {
p_state->scene_name = p_state->filename;
}
if (_naming_version == 0) {
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