Closed BastiaanOlij closed 1 week ago
I'm not sure how far we want to go with the teleporter cleanup in this PR; but I found that if I correctly defined material entries in the blend/glb files, then I could attach Godot materials in the GLB importer, and have it construct the colliders (simple convex) to produce all visual and physics artifacts via import rather than post-processing in the scene.
The following is the updated blend/glb file with the material slots named so the GLB importer can correctly assign to them. teleport_glb_blend.zip
I'm not sure how far we want to go with the teleporter cleanup in this PR; but I found that if I correctly defined material entries in the blend/glb files, then I could attach Godot materials in the GLB importer, and have it construct the colliders (simple convex) to produce all visual and physics artifacts via import rather than post-processing in the scene.
The following is the updated blend/glb file with the material slots named so the GLB importer can correctly assign to them. teleport_glb_blend.zip
Yeah I went more down a rabbit hole there than I was expecting. I think its best to just merge and then do a follow up PR to improve?
I've also changed the default renderer to Compatibility and configured foveated rendering.
This PR bumps the minimum version of Godot up to 4.2.
This includes updating of mesh data to the 4.2 format.
I've also cleaned up the teleporter scene a bit so it uses the GLB directly and saves the convex collision shapes as
.shape
files. Similar changes should be made elsewhere as ArrayMesh and Convex shape data is stored very inefficiently in.tscn
files.