Releases: tefusion/godot-subdiv
v. 0.4.1
v. 0.4
Update to Godot 4.1
Nothing in actual functionality has changed with this release. This does break compatibility with older Godot versions though. If you want to use godot subdiv in Godot 4.0 you need to install v. 0.3.2. This release also improved formatting and the internal documentation for the subdivision and import part. The other classes are made very similar to the non subdivision counterpart in Godot itself so there was no documentation added there.
v. 0.3.2
Make compatible with Godot 4 Stable
This also fixes some bugs like memnew being used instead of Ref<> and instantiate. @fire 's port to a module which can be found under https://github.com/V-Sekai/godot-subdiv helped a lot with that.
Full Changelog: 0.3.1...0.3.2
v. 0.3.1
Added EditorScenePostImportPlugin
Now Godot Subdiv properly includes itself in the Godot 3D import pipeline. What this means is that you can now use all the advanced import options from the scene importer including e.g. Skeleton settings, LOD generation and external materials in addition to a subdivision level inside of the new custom Subdivision section. See 39847c7.
Otherwise only made changes for compatibility with Godot 4 beta 3. Also fixed other crashes with the help of @fire who also helped a lot in the creation of import baking.
Closed issues: #13, #14, #17, #19
Full Changelog: 0.3...0.3.1
v. 0.3.0
Import baking and triangle subdivsion
- Bakes both blendshapes and skinning
- can be done at import or runtime, see README for description of options
- Refactored a lot, subdivision is now in a easy to use class called Subdivider.
- TriangleSubdivider and QuadSubdivider inherit from it
Other changes
- More stabilization, should now rarely run into errors.
- Also added some simple unit tests that run when you compile with
scons -Q tests=1 target=debug
for core classes - Importer improved, this one will very likely stay now, but currently all the other import options in the big importer window aren't accessible. In the future a EditorScenePostImportPlugin will likely be added to allow using these settings directly.
v. 0.2.0
Now with blend shape support!
Renamed nodes
- ImporterQuadMesh -> SubdivDataMesh
- QuadMeshInstance3D -> SubdivMeshInstance3D
This was a necessary rename for the future since with the data currently stored for Quad-Meshes Loop Subdivision for triangles is also possible.
Other changes
- The SubdivDataMesh and SubdivMeshInstance3D now extend Mesh and Meshinstance3D. This allows (currently still buggy) use of surface override materials and all other functionality of MeshInstance3D like generating collision shapes.
- Lots of importer issues fixed. There might still be edge cases, but since mesh formats are now actively used these will be quite easily fixed.
- Changed order of loading at scene start. The Subdivision Mesh now gets generated when added as a child so it gets called before MeshInstance3D applies surface override materials
Planned features for future releases
- Loop Subdivision
- Blend Shape Animation Tracks
- Baking at import
- Parallelize normal generation (while subdivision is very fast with opensubdiv, normals are generated on CPU, which can take very long for larger meshes)
v0.1.0
First release - v0.1.0
Changes
Added nodes:
- ImporterQuadMesh
- QuadMeshInstance3D
- SubdivisionMesh
- SubdivisionServer
- GLTFQuadImporter
Checklist
- Quad Subdivision using Catmull–Clark
- UV Subdivision
- Runtime skinning for simple Skeletons (still buggy though)
- Generating normals
- GLTF import
- Baking the subdivided mesh
- BlendShapes
- Support for "ARRAY_FLAG_USE_8_BONE_WEIGHTS"
- Obj import
- GD script support (Documentation and variable names missing)