The importer assumed that each light was only referenced once and in
the order it appears in the KHR_lights_punctual extension.
However, glTF allows a light to be referenced by more than one node,
and in different order. This commit adds support for this.
Currently, only bool, float, int and string are supported. Any other
type will be imported as a JSON string.
It is assumed that the "extras" field is a JSON object; this
is the recommended practise and also how Blender stores its
custom properties.
* Add capability to export GLTF (proposal)
* fixes: VRM and mixamo lookAt, warning removals
* editor: save gltf will also modify scene path and refresh scene list
* filesystem fix
* tangent fix, file system callbacks for writer, defaultScene
* Fixed GLTF Export for GLB format and Stuff
* camera fix: orientation is not rotated, aspectration is not imported, because it will be computed from monitor
* import fix: no material
* import fix: buffer view stride was not accounted for every vertex channel
* import fix: skip importing othographic camera
* fix: uvset_0 stride
* export fix: surface map is not valid to use as specular map
* export fix: camera doesn't need to be flipped
* fixed import issue of reimporting existing nodes
* editor: add gltf exporting tooltip to save button
* revert camera aspect change in importer
* fixed tangent.w double flipping
* protect against importing 0 camera aspect
* workaround fix for float precision issue with decompose and transform scaling <=0.0001
* scale workaround fix: support negative scale
Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com>
- editor: quicksave, multiple scenes support, gui changes, additional shortcuts
- physics: improvements for handling multiple scenes, and removal of physics objects
- scripting: ability to override global scene and camera with custom scene and camera from cpp side
* custom implementation for wi::vector
* fix
* sdl vulkan fix
* linux fix
* fix
* vector fix
* shader compiler and job system will be initialized automatically on first use
* vector improvements
* updates
* update
* network and audio will be auto initializing on first use only
* fix
* for now, use std::vector
* vector refactor minor
* backlog: access safety
* shader clearcoat fix
* gui initialization on demand
* initializer updates
* job system will be explicitly initialized