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v2.0.0
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Blender Addon (nexus_b2g)
New Collection Types: Exclude, Folder, Combined Asset
New Root Type: VehicleBody3D
New Collision Type: SeparationRayShape3D (Use an empty to find this collision type)
Breaking: nested Levels blocked; use new Combined Asset type.
Nested Assets inline are now possible.
Anim-lib .res next to the anim-lib glTF; glTF carries target_asset_path for the skeleton.
Project path presets (1–8); separate Material / Texture Layout (default: Dedicated folder) replaces Resource Layout.
gltfpack 1.2 with Clean / Compressed modes, new optimizer options.
Sync Lights from Godot; extended light metadata/UI (Area, gobos, cull mask, …).
Shader export: Mix Shader, more nodes (Layer Weight, Sky, Sheen, …), group/displacement support; partial BSDFs warn instead of failing export.
Fixes: Smart Export skip/hash, curve multi-user bake, visibility, collection name sanitize, shared Level materials, Reference Existing re-export.
Geometry Container GLB: export a shareable .glb with materials and textures embedded. Previous binary mode is now GLB Separate .
Parallel batch export (opt-in): run several .blend files at once via Parallel Workers.
Smart batch skips unchanged files entirely (Force still re-exports everything).
Set Defaults in Project Paths: preferred Scene Style per root type, stored with the Source folder.
Cleaner batch log (less spam, clearer errors); empty/invalid collections warn or skip without leaving empty folders.
Godot Addon (nexus_importer)
Scene Style (generate Wrapper or Inherited) was moved to Blender (Collection Section)
Anim-lib .res from animation_libs/; skeleton via target_asset_path (legacy fallback kept).
Faster batch reimport; level/combined instancing waits until dependency scenes exist.
Nested Asset/Skeletal collections import with their own Godot root type.
Extended light import (AreaLight3D 4.7+, gobos, visibility/shadow, …).
Tools → Sanitize orphaned materials.
Import pipeline fixes (wrappers, Combined before Level, lights metadata).
Typical GLB imports write editable .tres materials next to the .glb; Nexus Separate still uses the material index.
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