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Fix GLTF exporting invalid meshes and attempting to export gizmo meshes
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@ -730,6 +730,16 @@ void _err_flush_stdout();
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} else \
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((void)0)
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/**
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* Warns about `m_msg` only when verbose mode is enabled.
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*/
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#define WARN_VERBOSE(m_msg) \
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{ \
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if (is_print_verbose_enabled()) { \
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WARN_PRINT(m_msg); \
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} \
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}
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// Print deprecated warning message macros.
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/**
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@ -5413,14 +5413,13 @@ BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> p_state
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GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> p_state, MeshInstance3D *p_mesh_instance) {
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ERR_FAIL_NULL_V(p_mesh_instance, -1);
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if (p_mesh_instance->get_mesh().is_null()) {
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return -1;
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}
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ERR_FAIL_COND_V_MSG(p_mesh_instance->get_mesh().is_null(), -1, "glTF: Tried to export a MeshInstance3D node named " + p_mesh_instance->get_name() + ", but it has no mesh. This node will be exported without a mesh.");
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Ref<Mesh> mesh_resource = p_mesh_instance->get_mesh();
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ERR_FAIL_COND_V_MSG(mesh_resource->get_surface_count() == 0, -1, "glTF: Tried to export a MeshInstance3D node named " + p_mesh_instance->get_name() + ", but its mesh has no surfaces. This node will be exported without a mesh.");
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Ref<Mesh> import_mesh = p_mesh_instance->get_mesh();
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Ref<ImporterMesh> current_mesh = _mesh_to_importer_mesh(import_mesh);
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Ref<ImporterMesh> current_mesh = _mesh_to_importer_mesh(mesh_resource);
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Vector<float> blend_weights;
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int32_t blend_count = import_mesh->get_blend_shape_count();
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int32_t blend_count = mesh_resource->get_blend_shape_count();
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blend_weights.resize(blend_count);
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for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) {
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blend_weights.write[blend_i] = 0.0f;
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@ -5531,6 +5530,12 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
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if (retflag) {
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return;
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}
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint() && p_gltf_root != -1 && p_current->get_owner() == nullptr) {
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WARN_VERBOSE("glTF export warning: Node '" + p_current->get_name() + "' has no owner. This is likely a temporary node generated by a @tool script. This would not be saved when saving the Godot scene, therefore it will not be exported to glTF.");
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return;
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}
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#endif // TOOLS_ENABLED
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Ref<GLTFNode> gltf_node;
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gltf_node.instantiate();
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gltf_node->set_name(_gen_unique_name(p_state, p_current->get_name()));
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