Add more physics options to the Scene importer - #77533
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I should probably also add the option to set the collision layer and mask. These are important for the same reason exposing PMO is (not having to create hundreds of inherited scenes just to configure things properly) |
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After some additional discussion, I'm going to expose some additional options on meshes too to streamline the import process.
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I want to support this, but trying to get people to review. |
It's not quite ready for review yet since speaking to Calinou I plan on adding a bunch of extra options. That being said Calinou seems to be on board but I'm not sure if I'll need additional approval for this to be pulled in. |
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Can you consider splitting the feature? It's easier to merge smaller changes. |
Sure thing, In that case please feel free to get this change reviewed as I think the physics options belong in a single PR. |
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@Calinou any movement on this? |
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We're in feature freeze now, and the milestone is 4.x, so I think this might have to wait for 4.2 |
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Is there anything else needing done before looking at getting this merged? |
Calinou
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Tested locally (rebased on top of master 851bc64), it works as expected.
Testing project: test_pr_77533.zip
rburing
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Makes sense. Makes the advanced importer a lot more useful with just a tiny bit of code.
| col->set_transform(get_collision_shapes_transform(node_settings)); | ||
| col->set_position(p_applied_root_scale * col->get_position()); | ||
| const Ref<PhysicsMaterial> &pmo = node_settings["physics/physics_material_override"]; | ||
| if (!pmo.is_null()) { |
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This could be if (pmo.is_valid()) (same applies to the other cases), but no biggie.
godot/core/object/ref_counted.h
Lines 201 to 202 in 202e4b2
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Thanks! |
…tion Add more physics options to the Scene importer
…tion Add more physics options to the Scene importer

Implements and closes godotengine/godot-proposals#6932