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Enable tangents in blend shape format when using normals #91372

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merged 1 commit into from
May 1, 2024

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clayjohn
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Fixes: #86384

Tangents are required for any mesh that uses normals. Above, we enforce that when validating the format of the source mesh, we just needed to also enforce it for blend shapes.

CC @lyuma Sorry this slipped through the cracks and took so long

@clayjohn clayjohn added bug topic:rendering topic:import regression topic:3d cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Apr 30, 2024
@clayjohn clayjohn added this to the 4.3 milestone Apr 30, 2024
@clayjohn clayjohn requested a review from a team as a code owner April 30, 2024 19:23
@akien-mga akien-mga merged commit 3ebef6c into godotengine:master May 1, 2024
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@akien-mga
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Thanks!

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bug cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release regression topic:import topic:rendering topic:3d
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Import of gltf with blendshapes without tangents fails
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