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authorDavid Nikdel <david.nikdel@gmail.com>2024-05-09 22:23:16 -0400
committerDavid Nikdel <david.nikdel@gmail.com>2024-05-11 21:42:05 -0400
commit522f035cb1f92fec92459c6aeb3e4ca24d73a2b8 (patch)
tree0b1692ef89d7c405ab713ea57ae37e6e317bd06a /modules/gdscript/gdscript_disassembler.cpp
parentc4279fe3e0b27d0f40857c00eece7324a967285f (diff)
downloadredot-engine-522f035cb1f92fec92459c6aeb3e4ca24d73a2b8.tar.gz
GLTF export improvements
- GLBs produced by godot don't pass validation when there's no data in the buffer segment. The segment is dropped but the size of the chunk_header is still reported in total length (incorrectly) - Remove empty "extensions" JSON object being appended to all nodes (if it's still empty). This is just cutting down on unnecessary bloat and consistent with the rest of the file's attempts to not emit any keys that are equal to their default value. - Allow the case where root_nodes is empty. This is permitted by the GLTF spec. Moreover it can happen fairly naturally when using the ROOT_NODE_MODE_MULTI_ROOT root node mode on a scene with only a root node (which is valid in godot). - Don't create an initial buffer until we're ready to write data into it (buffers of byteLength=0 don't pass validation).
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