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Don`t export primitives if the MeshRenderer or SkinnedMeshRenderer is… #2
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hybridherbst
merged 1 commit into
prefrontalcortex:development-3
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owilliamailliwo:feature/no-enable-renderer
Oct 2, 2020
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Don`t export primitives if the MeshRenderer or SkinnedMeshRenderer is… #2
hybridherbst
merged 1 commit into
prefrontalcortex:development-3
from
owilliamailliwo:feature/no-enable-renderer
Oct 2, 2020
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hybridherbst
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May 4, 2021
* added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * mark as test asmdef * added TestProjects * remove N² asset reimports through importer.SaveAndReimport; replace by proper AssetDatabase checks instead * remove commented line in GLTFImporter.cs * ported animation export over from sketchfab fork * fix for coordinate system changes * exporting animated skinned meshes works as well now, bindposes corrected * simplify accessor * fix GLB export * 1st renaming pass * ifdefs to re-enable building * use correct method for save folder selection * first pass for exporting textures from disk instead of from memory * restore build by removing Editor refs * settings option for trying to export textures from disk * added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * back to org.khronos notation + pfc suffix * updated DLLs and package.json * changelog * 1st attempt at fixing pathes of exported textures from disk * added settings persistence * fix export pathes for textures from disk * first round of anim fixes - min/max values of Quaternion accessors were incorrectly calculated * normalize quaternions on export to prevent validation errors * store export path in prefs * exact boundary alignment, but still not working in AR * fix exporting textures from memory * proper settings dirty mark * export only actually animated properties and curves * remove keyframes identical to both previous and next keyframe when exporting clips * removed logs * animation sampler: explicitly export default LINEAR interpolation * rm netstandard dlls * workaround for missing animations on transforms detected as prims * better error message for missing exported animated transforms * only export _Cutoff when material has MASKED mode * properly check for rotation curve count in euler angle clips * fix for exporting meshes that only have SkinnedMeshRenderer components * temp hack to exclude UV2 and vertex colors * changelog/package * missing editor ifdefs prevent building * clear red channel to have less confusing texture roundtrip * some unsuccessful tests for gamma correction * release * fix meta file * fix meta files * stupid typo * hack: export orientation * changelog + release * linear / gamma color conversion * correct rotation order * version bump * explicit texture format and hacky normal fix for Linear color space; other data channels still incorrect. * fix linear rendering for metallic/gloss as well * package / changelog * asset importer ifdef for 2020.2 * updated GLTFSerialization.dll to remove Newtonsoft.JSON dependency (replaced with com.unity.nuget.newtonsoft-json) * remove incorrect linear conversion * changelog / version * Dispose of image streams in AssetCache * Fix NRE when trying to dispose null image stream caches (ie when textures are embedded in glb stream) * Don`t export primitives if the MeshRenderer or SkinnedMeshRenderer is disabled. * Adjusted default values to correspond to the specs of the SpecularGlossiness extension and updated broken link to the specs * Implemented support for KHR_materials_unlit extension * KHR_materials_pbrSpecularGlossiness export support. * fix PR #2 * cosmetics PR #5 * fix duplicates, add meta files * new DLL build * fix namespaces * changelog / release * added lights extension * merged changes to support skeleton export * added comment about SeekToBinaryChunk * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * Implement GetBufferData() in SetupBones Task. * added lights extension * merged changes to support skeleton export * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * shield against null vertex arrays that can actually happen on FBX import * changelog / version * remove rotation offset for now, seems to be incorrect for the general export case * fix invalid primitives being exported for meshes with 0 vertices * fix: only set KHR_lights_punctual extension if we're actually exporting a light * changelog / version * Fix GLTFSerialization building after recent merges * AddExtension method for properties * exclude UAP build target for now * prevent copying Newtonsoft.Json DLL (using the reference from Unity) * better curve export warning * changelog / version * feat: add export support for animation clip speed set inside Animator States * fix material and prefab missing references * build fix, missing editor ifdef for animation export * moved samples into subfolder * package / version * fix nullref when texture is null and material only has a _BaseMap property * fix nullref in specular extension when no textures are set * changelog / version * fix some issues with exporting URP Lit materials and similar * changelog / version * fix export of UV offset/tiling for non-main textures * revert earlier change - restore color and UV export * color export now correct for gamma and linear space for Color/Emission Color/Vertex Color/Texture * cleanup; correct exports now. Metallic/Specular colors still to be tested * better check if material is PBR * package / version * wip glossmap scale adjustments * fixes for color import * properly set material mode on import so that material inspector does not override it * replace fixed-function Unlit shader with proper shader that supports vertex colors * "glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes * fix path extension in one place for export, needs more places * wip: GLTFImporter now embeds all objects for now, needs similar flow as FBXImporter further down the road (external file remapping) * log instead of assert, cancels remaining import otherwise * use proper path extension generation for both GLTF and GLB export * roughness shader flip * Revert ""glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes" * This reverts commit 34730cd. * Revert "roughness shader flip" * This reverts commit 51a43b1. * fix color space of NormalMap - not quite sure why this is necessary though * update sample-models submodule * fix file extension being double on export in some cases * fix ACCESSOR_INDEX_PRIMITIVE_RESTART for meshes that have exactly 256 or 65536 vertices and used the wrong buffer type * changelog / version * added installation instructions to Readme * Animation export supports multiple named animations. * Fixed issue with double period in filenames on export. * undoing whitespace changes * fix remaining path issues * fix: export animation clips with the right state name and speed. Fixes multiple clips with differing speeds on the same object * Fixes spotlight issue in unity versions < 2019.1 * package name is now org.khronos.unitygltf again! * test assembly fix * export menu improvements, allow exporting selected project objects * fix: missing mesh on MeshFilter should be a warning, not an error * fix: property export order for URP shaders that also have built-in property fallbacks * turn the GLTFImporter into an override importer so one can choose between different ones * avoid IndexOutOfRange when a submesh is exported multiple times but has less materials than submeshes * fix: never export null prims * wip: refactor prim/material mapping for proper shared submesh support * Use material arrays as prim keys to make sure different sets of re-used meshes export correctly * fix: ifdef around overrideExts ScriptedImporter for 2019 support * changelog / version * add: proper settings provider instead of extra menu item * add: settings for determining objects should be exported based on GameObject.activeInHierarchy and Camera cullingMask * remove old/obsolete warning and comments * fix: make experimental texture-from-disk export default to false * fix: check if bones referenced from a skinned mesh are actually exported, throw otherwise with meaningful error message * fix: better sanitization for missing multi materials on renderers and SkinnedMeshRenderers * fix: PrimKey needs to check equality for each material list element * fix: use GLTFSceneExporter.SaveFolderPath for GLB export menu as well * fix: exporting GameObjects with names that contain invalid file name characters failed * fix: built-in deferred rendering didn't allow changing metallic value * fix: built-in renderpipeline normal sampling was normalizing at the wrong point, resulting in incorrect scaled normals * fix: wrong default sampler on export for linear sampling * change package display name back to UnityGLTF to match naming elsewhere * yet another adjustment to mip import/export * comment cleanup and settings file variable name cleanup * fix: selected root transforms should always be exported, even if disabled * package/version * fix: build errors on Windows * new release * fix: create settings file dir if it doesn't exist yet * version bump with settings file fix * add: ability to export blendshape animations * fix: meshes with submeshes exported blend shape data once for each submesh * fix: import meshes from SkinnedMeshRenderers, import animation clips, import exact material name without scene name prefix * fix: remove warning for obsolete import option, removed script field being visible in GltfSettingsProvider * changelog/version * proper namespace for AssetGenerator test class
hybridherbst
added a commit
that referenced
this pull request
May 7, 2021
* added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * mark as test asmdef * added TestProjects * remove N² asset reimports through importer.SaveAndReimport; replace by proper AssetDatabase checks instead * remove commented line in GLTFImporter.cs * ported animation export over from sketchfab fork * fix for coordinate system changes * exporting animated skinned meshes works as well now, bindposes corrected * simplify accessor * fix GLB export * 1st renaming pass * ifdefs to re-enable building * use correct method for save folder selection * first pass for exporting textures from disk instead of from memory * restore build by removing Editor refs * settings option for trying to export textures from disk * added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * back to org.khronos notation + pfc suffix * updated DLLs and package.json * changelog * 1st attempt at fixing pathes of exported textures from disk * added settings persistence * fix export pathes for textures from disk * first round of anim fixes - min/max values of Quaternion accessors were incorrectly calculated * normalize quaternions on export to prevent validation errors * store export path in prefs * exact boundary alignment, but still not working in AR * fix exporting textures from memory * proper settings dirty mark * export only actually animated properties and curves * remove keyframes identical to both previous and next keyframe when exporting clips * removed logs * animation sampler: explicitly export default LINEAR interpolation * rm netstandard dlls * workaround for missing animations on transforms detected as prims * better error message for missing exported animated transforms * only export _Cutoff when material has MASKED mode * properly check for rotation curve count in euler angle clips * fix for exporting meshes that only have SkinnedMeshRenderer components * temp hack to exclude UV2 and vertex colors * changelog/package * missing editor ifdefs prevent building * clear red channel to have less confusing texture roundtrip * some unsuccessful tests for gamma correction * release * fix meta file * fix meta files * stupid typo * hack: export orientation * changelog + release * linear / gamma color conversion * correct rotation order * version bump * explicit texture format and hacky normal fix for Linear color space; other data channels still incorrect. * fix linear rendering for metallic/gloss as well * package / changelog * asset importer ifdef for 2020.2 * updated GLTFSerialization.dll to remove Newtonsoft.JSON dependency (replaced with com.unity.nuget.newtonsoft-json) * remove incorrect linear conversion * changelog / version * Dispose of image streams in AssetCache * Fix NRE when trying to dispose null image stream caches (ie when textures are embedded in glb stream) * Don`t export primitives if the MeshRenderer or SkinnedMeshRenderer is disabled. * Adjusted default values to correspond to the specs of the SpecularGlossiness extension and updated broken link to the specs * Implemented support for KHR_materials_unlit extension * KHR_materials_pbrSpecularGlossiness export support. * fix PR #2 * cosmetics PR #5 * fix duplicates, add meta files * new DLL build * fix namespaces * changelog / release * added lights extension * merged changes to support skeleton export * added comment about SeekToBinaryChunk * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * Implement GetBufferData() in SetupBones Task. * added lights extension * merged changes to support skeleton export * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * shield against null vertex arrays that can actually happen on FBX import * changelog / version * remove rotation offset for now, seems to be incorrect for the general export case * fix invalid primitives being exported for meshes with 0 vertices * fix: only set KHR_lights_punctual extension if we're actually exporting a light * changelog / version * Fix GLTFSerialization building after recent merges * AddExtension method for properties * exclude UAP build target for now * prevent copying Newtonsoft.Json DLL (using the reference from Unity) * better curve export warning * changelog / version * feat: add export support for animation clip speed set inside Animator States * fix material and prefab missing references * build fix, missing editor ifdef for animation export * moved samples into subfolder * package / version * fix nullref when texture is null and material only has a _BaseMap property * fix nullref in specular extension when no textures are set * changelog / version * fix some issues with exporting URP Lit materials and similar * changelog / version * fix export of UV offset/tiling for non-main textures * revert earlier change - restore color and UV export * color export now correct for gamma and linear space for Color/Emission Color/Vertex Color/Texture * cleanup; correct exports now. Metallic/Specular colors still to be tested * better check if material is PBR * package / version * wip glossmap scale adjustments * fixes for color import * properly set material mode on import so that material inspector does not override it * replace fixed-function Unlit shader with proper shader that supports vertex colors * "glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes * fix path extension in one place for export, needs more places * wip: GLTFImporter now embeds all objects for now, needs similar flow as FBXImporter further down the road (external file remapping) * log instead of assert, cancels remaining import otherwise * use proper path extension generation for both GLTF and GLB export * roughness shader flip * Revert ""glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes" * This reverts commit 34730cd. * Revert "roughness shader flip" * This reverts commit 51a43b1. * fix color space of NormalMap - not quite sure why this is necessary though * update sample-models submodule * fix file extension being double on export in some cases * fix ACCESSOR_INDEX_PRIMITIVE_RESTART for meshes that have exactly 256 or 65536 vertices and used the wrong buffer type * changelog / version * added installation instructions to Readme * Animation export supports multiple named animations. * Fixed issue with double period in filenames on export. * undoing whitespace changes * fix remaining path issues * fix: export animation clips with the right state name and speed. Fixes multiple clips with differing speeds on the same object * Fixes spotlight issue in unity versions < 2019.1 * package name is now org.khronos.unitygltf again! * test assembly fix * export menu improvements, allow exporting selected project objects * fix: missing mesh on MeshFilter should be a warning, not an error * fix: property export order for URP shaders that also have built-in property fallbacks * turn the GLTFImporter into an override importer so one can choose between different ones * avoid IndexOutOfRange when a submesh is exported multiple times but has less materials than submeshes * fix: never export null prims * wip: refactor prim/material mapping for proper shared submesh support * Use material arrays as prim keys to make sure different sets of re-used meshes export correctly * fix: ifdef around overrideExts ScriptedImporter for 2019 support * changelog / version * add: proper settings provider instead of extra menu item * add: settings for determining objects should be exported based on GameObject.activeInHierarchy and Camera cullingMask * remove old/obsolete warning and comments * fix: make experimental texture-from-disk export default to false * fix: check if bones referenced from a skinned mesh are actually exported, throw otherwise with meaningful error message * fix: better sanitization for missing multi materials on renderers and SkinnedMeshRenderers * fix: PrimKey needs to check equality for each material list element * fix: use GLTFSceneExporter.SaveFolderPath for GLB export menu as well * fix: exporting GameObjects with names that contain invalid file name characters failed * fix: built-in deferred rendering didn't allow changing metallic value * fix: built-in renderpipeline normal sampling was normalizing at the wrong point, resulting in incorrect scaled normals * fix: wrong default sampler on export for linear sampling * change package display name back to UnityGLTF to match naming elsewhere * yet another adjustment to mip import/export * comment cleanup and settings file variable name cleanup * fix: selected root transforms should always be exported, even if disabled * package/version * fix: build errors on Windows * new release * fix: create settings file dir if it doesn't exist yet * version bump with settings file fix * add: ability to export blendshape animations * fix: meshes with submeshes exported blend shape data once for each submesh * fix: import meshes from SkinnedMeshRenderers, import animation clips, import exact material name without scene name prefix * fix: remove warning for obsolete import option, removed script field being visible in GltfSettingsProvider * changelog/version * proper namespace for AssetGenerator test class
hybridherbst
added a commit
that referenced
this pull request
May 7, 2021
* added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * mark as test asmdef * added TestProjects * remove N² asset reimports through importer.SaveAndReimport; replace by proper AssetDatabase checks instead * remove commented line in GLTFImporter.cs * ported animation export over from sketchfab fork * fix for coordinate system changes * exporting animated skinned meshes works as well now, bindposes corrected * simplify accessor * fix GLB export * 1st renaming pass * ifdefs to re-enable building * use correct method for save folder selection * first pass for exporting textures from disk instead of from memory * restore build by removing Editor refs * settings option for trying to export textures from disk * added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * back to org.khronos notation + pfc suffix * updated DLLs and package.json * changelog * 1st attempt at fixing pathes of exported textures from disk * added settings persistence * fix export pathes for textures from disk * first round of anim fixes - min/max values of Quaternion accessors were incorrectly calculated * normalize quaternions on export to prevent validation errors * store export path in prefs * exact boundary alignment, but still not working in AR * fix exporting textures from memory * proper settings dirty mark * export only actually animated properties and curves * remove keyframes identical to both previous and next keyframe when exporting clips * removed logs * animation sampler: explicitly export default LINEAR interpolation * rm netstandard dlls * workaround for missing animations on transforms detected as prims * better error message for missing exported animated transforms * only export _Cutoff when material has MASKED mode * properly check for rotation curve count in euler angle clips * fix for exporting meshes that only have SkinnedMeshRenderer components * temp hack to exclude UV2 and vertex colors * changelog/package * missing editor ifdefs prevent building * clear red channel to have less confusing texture roundtrip * some unsuccessful tests for gamma correction * release * fix meta file * fix meta files * stupid typo * hack: export orientation * changelog + release * linear / gamma color conversion * correct rotation order * version bump * explicit texture format and hacky normal fix for Linear color space; other data channels still incorrect. * fix linear rendering for metallic/gloss as well * package / changelog * asset importer ifdef for 2020.2 * updated GLTFSerialization.dll to remove Newtonsoft.JSON dependency (replaced with com.unity.nuget.newtonsoft-json) * remove incorrect linear conversion * changelog / version * Dispose of image streams in AssetCache * Fix NRE when trying to dispose null image stream caches (ie when textures are embedded in glb stream) * Don`t export primitives if the MeshRenderer or SkinnedMeshRenderer is disabled. * Adjusted default values to correspond to the specs of the SpecularGlossiness extension and updated broken link to the specs * Implemented support for KHR_materials_unlit extension * KHR_materials_pbrSpecularGlossiness export support. * fix PR #2 * cosmetics PR #5 * fix duplicates, add meta files * new DLL build * fix namespaces * changelog / release * added lights extension * merged changes to support skeleton export * added comment about SeekToBinaryChunk * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * Implement GetBufferData() in SetupBones Task. * added lights extension * merged changes to support skeleton export * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * shield against null vertex arrays that can actually happen on FBX import * changelog / version * remove rotation offset for now, seems to be incorrect for the general export case * fix invalid primitives being exported for meshes with 0 vertices * fix: only set KHR_lights_punctual extension if we're actually exporting a light * changelog / version * Fix GLTFSerialization building after recent merges * AddExtension method for properties * exclude UAP build target for now * prevent copying Newtonsoft.Json DLL (using the reference from Unity) * better curve export warning * changelog / version * feat: add export support for animation clip speed set inside Animator States * fix material and prefab missing references * build fix, missing editor ifdef for animation export * moved samples into subfolder * package / version * fix nullref when texture is null and material only has a _BaseMap property * fix nullref in specular extension when no textures are set * changelog / version * fix some issues with exporting URP Lit materials and similar * changelog / version * fix export of UV offset/tiling for non-main textures * revert earlier change - restore color and UV export * color export now correct for gamma and linear space for Color/Emission Color/Vertex Color/Texture * cleanup; correct exports now. Metallic/Specular colors still to be tested * better check if material is PBR * package / version * wip glossmap scale adjustments * fixes for color import * properly set material mode on import so that material inspector does not override it * replace fixed-function Unlit shader with proper shader that supports vertex colors * "glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes * fix path extension in one place for export, needs more places * wip: GLTFImporter now embeds all objects for now, needs similar flow as FBXImporter further down the road (external file remapping) * log instead of assert, cancels remaining import otherwise * use proper path extension generation for both GLTF and GLB export * roughness shader flip * Revert ""glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes" * This reverts commit 34730cd. * Revert "roughness shader flip" * This reverts commit 51a43b1. * fix color space of NormalMap - not quite sure why this is necessary though * update sample-models submodule * fix file extension being double on export in some cases * fix ACCESSOR_INDEX_PRIMITIVE_RESTART for meshes that have exactly 256 or 65536 vertices and used the wrong buffer type * changelog / version * added installation instructions to Readme * Animation export supports multiple named animations. * Fixed issue with double period in filenames on export. * undoing whitespace changes * fix remaining path issues * fix: export animation clips with the right state name and speed. Fixes multiple clips with differing speeds on the same object * Fixes spotlight issue in unity versions < 2019.1 * package name is now org.khronos.unitygltf again! * test assembly fix * export menu improvements, allow exporting selected project objects * fix: missing mesh on MeshFilter should be a warning, not an error * fix: property export order for URP shaders that also have built-in property fallbacks * turn the GLTFImporter into an override importer so one can choose between different ones * avoid IndexOutOfRange when a submesh is exported multiple times but has less materials than submeshes * fix: never export null prims * wip: refactor prim/material mapping for proper shared submesh support * Use material arrays as prim keys to make sure different sets of re-used meshes export correctly * fix: ifdef around overrideExts ScriptedImporter for 2019 support * changelog / version * add: proper settings provider instead of extra menu item * add: settings for determining objects should be exported based on GameObject.activeInHierarchy and Camera cullingMask * remove old/obsolete warning and comments * fix: make experimental texture-from-disk export default to false * fix: check if bones referenced from a skinned mesh are actually exported, throw otherwise with meaningful error message * fix: better sanitization for missing multi materials on renderers and SkinnedMeshRenderers * fix: PrimKey needs to check equality for each material list element * fix: use GLTFSceneExporter.SaveFolderPath for GLB export menu as well * fix: exporting GameObjects with names that contain invalid file name characters failed * fix: built-in deferred rendering didn't allow changing metallic value * fix: built-in renderpipeline normal sampling was normalizing at the wrong point, resulting in incorrect scaled normals * fix: wrong default sampler on export for linear sampling * change package display name back to UnityGLTF to match naming elsewhere * yet another adjustment to mip import/export * comment cleanup and settings file variable name cleanup * fix: selected root transforms should always be exported, even if disabled * package/version * fix: build errors on Windows * new release * fix: create settings file dir if it doesn't exist yet * version bump with settings file fix * add: ability to export blendshape animations * fix: meshes with submeshes exported blend shape data once for each submesh * fix: import meshes from SkinnedMeshRenderers, import animation clips, import exact material name without scene name prefix * fix: remove warning for obsolete import option, removed script field being visible in GltfSettingsProvider * changelog/version * proper namespace for AssetGenerator test class
hybridherbst
added a commit
that referenced
this pull request
May 7, 2021
* added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * mark as test asmdef * added TestProjects * remove N² asset reimports through importer.SaveAndReimport; replace by proper AssetDatabase checks instead * remove commented line in GLTFImporter.cs * ported animation export over from sketchfab fork * fix for coordinate system changes * exporting animated skinned meshes works as well now, bindposes corrected * simplify accessor * fix GLB export * 1st renaming pass * ifdefs to re-enable building * use correct method for save folder selection * first pass for exporting textures from disk instead of from memory * restore build by removing Editor refs * settings option for trying to export textures from disk * added DLL files * gitignore so we can have local DLL files in repo * ignore Tests folder for package release * pfc package changelog + json * added changelog with info from releases page * asmdefs updated * rename Samples to Samples~ * back to org.khronos notation + pfc suffix * updated DLLs and package.json * changelog * 1st attempt at fixing pathes of exported textures from disk * added settings persistence * fix export pathes for textures from disk * first round of anim fixes - min/max values of Quaternion accessors were incorrectly calculated * normalize quaternions on export to prevent validation errors * store export path in prefs * exact boundary alignment, but still not working in AR * fix exporting textures from memory * proper settings dirty mark * export only actually animated properties and curves * remove keyframes identical to both previous and next keyframe when exporting clips * removed logs * animation sampler: explicitly export default LINEAR interpolation * rm netstandard dlls * workaround for missing animations on transforms detected as prims * better error message for missing exported animated transforms * only export _Cutoff when material has MASKED mode * properly check for rotation curve count in euler angle clips * fix for exporting meshes that only have SkinnedMeshRenderer components * temp hack to exclude UV2 and vertex colors * changelog/package * missing editor ifdefs prevent building * clear red channel to have less confusing texture roundtrip * some unsuccessful tests for gamma correction * release * fix meta file * fix meta files * stupid typo * hack: export orientation * changelog + release * linear / gamma color conversion * correct rotation order * version bump * explicit texture format and hacky normal fix for Linear color space; other data channels still incorrect. * fix linear rendering for metallic/gloss as well * package / changelog * asset importer ifdef for 2020.2 * updated GLTFSerialization.dll to remove Newtonsoft.JSON dependency (replaced with com.unity.nuget.newtonsoft-json) * remove incorrect linear conversion * changelog / version * Dispose of image streams in AssetCache * Fix NRE when trying to dispose null image stream caches (ie when textures are embedded in glb stream) * Don`t export primitives if the MeshRenderer or SkinnedMeshRenderer is disabled. * Adjusted default values to correspond to the specs of the SpecularGlossiness extension and updated broken link to the specs * Implemented support for KHR_materials_unlit extension * KHR_materials_pbrSpecularGlossiness export support. * fix PR #2 * cosmetics PR #5 * fix duplicates, add meta files * new DLL build * fix namespaces * changelog / release * added lights extension * merged changes to support skeleton export * added comment about SeekToBinaryChunk * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * Implement GetBufferData() in SetupBones Task. * added lights extension * merged changes to support skeleton export * cleanup duplicate script * light setup and additional custom merge from https://github.com/CognitiveVR/cvr-sdk-unity/blob/master/CognitiveVRUnity/Assets/CognitiveVR/Editor/GLTF/GLTFSceneExporter.cs * started light deserialization, but not working yet * KHR_lights_punctual - Added data structure in GLTFSerialisation * trying to get lights to work for import / export * shield against null vertex arrays that can actually happen on FBX import * changelog / version * remove rotation offset for now, seems to be incorrect for the general export case * fix invalid primitives being exported for meshes with 0 vertices * fix: only set KHR_lights_punctual extension if we're actually exporting a light * changelog / version * Fix GLTFSerialization building after recent merges * AddExtension method for properties * exclude UAP build target for now * prevent copying Newtonsoft.Json DLL (using the reference from Unity) * better curve export warning * changelog / version * feat: add export support for animation clip speed set inside Animator States * fix material and prefab missing references * build fix, missing editor ifdef for animation export * moved samples into subfolder * package / version * fix nullref when texture is null and material only has a _BaseMap property * fix nullref in specular extension when no textures are set * changelog / version * fix some issues with exporting URP Lit materials and similar * changelog / version * fix export of UV offset/tiling for non-main textures * revert earlier change - restore color and UV export * color export now correct for gamma and linear space for Color/Emission Color/Vertex Color/Texture * cleanup; correct exports now. Metallic/Specular colors still to be tested * better check if material is PBR * package / version * wip glossmap scale adjustments * fixes for color import * properly set material mode on import so that material inspector does not override it * replace fixed-function Unlit shader with proper shader that supports vertex colors * "glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes * fix path extension in one place for export, needs more places * wip: GLTFImporter now embeds all objects for now, needs similar flow as FBXImporter further down the road (external file remapping) * log instead of assert, cancels remaining import otherwise * use proper path extension generation for both GLTF and GLB export * roughness shader flip * Revert ""glossiness" and "roughness" were used confusingly with the same shader property; for now we're converting everything to "glossiness" to avoid larger code changes" * This reverts commit 34730cd. * Revert "roughness shader flip" * This reverts commit 51a43b1. * fix color space of NormalMap - not quite sure why this is necessary though * update sample-models submodule * fix file extension being double on export in some cases * fix ACCESSOR_INDEX_PRIMITIVE_RESTART for meshes that have exactly 256 or 65536 vertices and used the wrong buffer type * changelog / version * added installation instructions to Readme * Animation export supports multiple named animations. * Fixed issue with double period in filenames on export. * undoing whitespace changes * fix remaining path issues * fix: export animation clips with the right state name and speed. Fixes multiple clips with differing speeds on the same object * Fixes spotlight issue in unity versions < 2019.1 * package name is now org.khronos.unitygltf again! * test assembly fix * export menu improvements, allow exporting selected project objects * fix: missing mesh on MeshFilter should be a warning, not an error * fix: property export order for URP shaders that also have built-in property fallbacks * turn the GLTFImporter into an override importer so one can choose between different ones * avoid IndexOutOfRange when a submesh is exported multiple times but has less materials than submeshes * fix: never export null prims * wip: refactor prim/material mapping for proper shared submesh support * Use material arrays as prim keys to make sure different sets of re-used meshes export correctly * fix: ifdef around overrideExts ScriptedImporter for 2019 support * changelog / version * add: proper settings provider instead of extra menu item * add: settings for determining objects should be exported based on GameObject.activeInHierarchy and Camera cullingMask * remove old/obsolete warning and comments * fix: make experimental texture-from-disk export default to false * fix: check if bones referenced from a skinned mesh are actually exported, throw otherwise with meaningful error message * fix: better sanitization for missing multi materials on renderers and SkinnedMeshRenderers * fix: PrimKey needs to check equality for each material list element * fix: use GLTFSceneExporter.SaveFolderPath for GLB export menu as well * fix: exporting GameObjects with names that contain invalid file name characters failed * fix: built-in deferred rendering didn't allow changing metallic value * fix: built-in renderpipeline normal sampling was normalizing at the wrong point, resulting in incorrect scaled normals * fix: wrong default sampler on export for linear sampling * change package display name back to UnityGLTF to match naming elsewhere * yet another adjustment to mip import/export * comment cleanup and settings file variable name cleanup * fix: selected root transforms should always be exported, even if disabled * package/version * fix: build errors on Windows * new release * fix: create settings file dir if it doesn't exist yet * version bump with settings file fix * add: ability to export blendshape animations * fix: meshes with submeshes exported blend shape data once for each submesh * fix: import meshes from SkinnedMeshRenderers, import animation clips, import exact material name without scene name prefix * fix: remove warning for obsolete import option, removed script field being visible in GltfSettingsProvider * changelog/version * proper namespace for AssetGenerator test class
pfcDorn
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Apr 16, 2024
Huh why did this suddenly change back?
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KhronosGroup#570