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Fill in descriptions for import options in the class reference #79405

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merged 1 commit into from Jul 27, 2023

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Calinou
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@Calinou Calinou commented Jul 13, 2023

This fully documents all editor import options currently exposed. (We are missing some options due to how they're registered, such as slices/amount in ResourceImporterLayeredTexture and gltf/embedded_texture_handling in EditorSceneFormatImporterGLTF.)

@Calinou Calinou requested review from a team as code owners July 13, 2023 03:12
@Calinou Calinou added this to the 4.2 milestone Jul 13, 2023
@Calinou Calinou force-pushed the doc-import-options branch 3 times, most recently from 66f9c60 to 5f601b8 Compare July 13, 2023 03:20
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Approving in principle, but would appreciate @bruvzg to check if all comments were properly addressed.

</member>
<member name="fallbacks" type="Array" setter="" getter="" default="[]">
List of font fallbacks to use if a glyph isn't found in this dynamic font. Fonts at the beginning of the array are attempted first, but fallback fonts that don't support the glyph's language and script are ignored (see [member language_support] and [member script_support]). See also [member allow_system_fallback].
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Suggested change
List of font fallbacks to use if a glyph isn't found in this dynamic font. Fonts at the beginning of the array are attempted first, but fallback fonts that don't support the glyph's language and script are ignored (see [member language_support] and [member script_support]). See also [member allow_system_fallback].
List of font fallbacks to use if a glyph isn't found in this dynamic font. Fonts at the beginning of the array are attempted first, but fallback fonts that don't support the glyph's language and script are attempted last (see [member language_support] and [member script_support]). See also [member allow_system_fallback].

Procedure is like this, text server add each of the fallbacks to the one of 3 lists - language and script match, script match, no match. And do through them in the following order:

  • Main font
  • Language and script match list
  • Script match list
  • No match list
  • System font (from OS.get_system_font_path_for_text)

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I've applied the suggested change on Calinou's behalf to start the CI. I think for now it's good for merge (so it makes it into 4.2.dev2). If there are further clarifications or corrections required, we can open a follow-up PR.

@YuriSizov YuriSizov merged commit da81ca6 into godotengine:master Jul 27, 2023
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Thanks!

</member>
<member name="nodes/apply_root_scale" type="bool" setter="" getter="" default="true">
If [code]true[/code], [member nodes/root_scale] will be applied on the meshes and animations directly, while keeping the root node's scale to the default [code](1, 1, 1)[/code]. This means that if you add a child node later on within the imported scene, it won't be scaled. If disabled, [member nodes/root_scale] will multiply the scale of the root node instead.
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Note that I also adjusted these docs in #79774, I have rebased it and attempted to merge the doc changes.

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4 participants