Releases: peterprickarz/hego
0.5.2
What's Changed
- Godot 4.4 Migration/Project Settings For Houdini Location/Cleanup by @csprance in #8
- Update Readme and add a logo by @csprance in #11
- Auto collision generation support by @peterprickarz in #14
- Remove .sconsign.dblite by @csprance in #16
- Session sync logging by @csprance in #17
- Hda tab code review by @csprance in #18
- Github Action To Create a release branch by @csprance in #19
- Hda library by @csprance in #29
New Contributors
Full Changelog: v0.2.2...0.5.2
0.2.2 Introducing Presets
Godot 4.2.2+
Built against Houdini 20.5.487
hego_0.2.2.zip
Added parameter presets and removed collapsible folders, as they didn't remember their state, causing more UI clutter than solving.
Version 0.2.1 - Introducing UI and a default HEGoNode3D
Godot 4.2.2+
Built against Houdini 20.5.487
hego_0.2.1.zip
This update includes a lot of changes. I'll release a video and update documentation soon. The following changes are definitely not complete, but give a pretty good idea. In the following days, I will also release a version built against the newest Houdini production build.
On the API side, mostly:
- Improved error reporting and introduced cook message printing
- Added a function to retrieve parameter information
- Added a function to retrieve input information
- Nodes are now properly tracked, so when calling stop_session(), they actually reset their node_id and successfully instantiate again, meaning you can easily restart the Houdini session
- Dictionary attributes can now be retrieved
There's also new UI added as a bottom panel, which automatically generates an interface for HDAs
- Starting and stopping sessions
- Basic input UI is generated, supporting drag and drop of nodes
- Parameter UI is generated, supporting floats, ints, int/float vectors, strings, folders, multiparms, toggles
- String parms support drag and drop of resources
- A convenient recook button
- auto cook on parm change functionality
Additionally, there's a default HEGoNode3D which is the default implementation of what the Houdini Asset Actor is in Unreal. It can
- Generate MeshInstance3D nodes and set Houdini meshes with LODs and materials
- Generate MultiMeshInstance3D nodes and assign mesh resources and transforms
- Spawn any default class and set its properties, and even create objects in a nested structure(meaning you could e.g. create a StaticBody3D node, a CollisionShape3D below, and then create a CapsuleShape3D and set its radius and height).
- Spawn any scene resource by path
- All output nodes can be structured using attributes
The bottom panel UI just requires a few functions on the selected node to be present, so while it is made to work with HEGoNode3D, you can get it to work with your own custom version of it.
First release
This is the first release, min Godot version 4.2.2 stable
Built against Houdini 20.5.487 - you have to have this version installed!
Check Getting Started for basic install instructions.
0.1.1.zip