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GLTF: Improve logic for keeping track of the real root node #80272

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merged 1 commit into from
Sep 16, 2023

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aaronfranke
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@aaronfranke aaronfranke commented Aug 4, 2023

This PR improves the logic for keeping track of the real root node. There is now a method called _generate_scene_node_tree which is the parent method that generates a single root node, and generates nodes under it (starting with the GLTF root nodes). In the current master, the GLTF importer fishes out the real root node by grabbing a GLTF root node and then getting its parent, super janky.

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Reviewed during the #animation/#asset-pipeline meeting. This should be considered a bug fix, because the logic it changes was plain wrong (wrong order of calls). Discussed about compatibility breaking, it would break compatibility in some cases if you have a node name that matches the GLTF scene name (which rarely happens).

We need to document the breaking compatibility.

@akien-mga akien-mga modified the milestones: 4.x, 4.2 Sep 16, 2023
@akien-mga akien-mga merged commit be53991 into godotengine:master Sep 16, 2023
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Thanks!

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3 participants