Skip to content

v2.0.0

Choose a tag to compare

@github-actions github-actions released this 18 Jul 11:58

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.