godot-subdiv
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Add macos build support [work in progress]
This adds building for macos which previously wasn't working.
@tefusion Are you still active?
This adds building for macos which previously wasn't working.
thanks for trying to add this. I approved the workflow run for now, but it is still failing. I think that setup action is only in a more recent version of godot cpp. I'll merge my dev branch (which was already at 4.3, but didn't have that setup action) onto main and upgrade godot cpp to 4.4 myself so you can rebase on it.
@tefusion Are you still active?
github yes, this project not really that much anymore cause there's been too many bad design choices by me in the past which makes extending it really rough. I've been playing around with OpenUSD in https://github.com/tefusion/godot-usd (not functional yet besides basic mesh import from blender) and plan to adopt the mesh format from OpenUSD (not completely will just hardcode available arrays like ArrayMesh, but it would represent general toplogy and not just use tris or quads) and add subdivision on top of that (so proper abstraction through primvars and giving access to all options). No idea when yet, currently busy with university.
@tefusion are you ok giving me and @RevoluPowered commit access?
@tefusion are you ok giving me and @RevoluPowered commit access?
if you think it helps I can consider it. Imo I can do minor maintenance + quick reviews like this without issue so I wouldn't like to add collaborators for now. I suggest if something bigger comes up I can give you two it, but for now I don't think it's really necessary.
Edit: Just saw https://github.com/RevoluPowered/godot-subdiv/tree/port-fires-code-to-subdiv which I count as something bigger I'll give you two access. Just please only do bugfixes / nothing breaking through direct commits and use PRs if it really changes something / adds a new feature
Invited both of you :) To note I did merge my dev branch to main so your bugfixes might cause merge conflicts. I think the only things that weren't just small patches/bugfixes were 7eb2189fca and when I added refiner options diff.
The vertex color thing was very hacky so it's fine if that gets lost in the merging process (although change wasn't too big), but I'd like the refiner options to stay.