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Bump version number to 0.4.1
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README.md

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![Version](https://img.shields.io/badge/Godot-v4.1-informational) ![License](https://img.shields.io/github/license/tefusion/godot-subdiv)
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![Version](https://img.shields.io/badge/Godot-v4.2-informational) ![License](https://img.shields.io/github/license/tefusion/godot-subdiv)
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# Godot Subdiv
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| ![UV Subdivision](UVSubdivision.gif) | ![Skinning subdivision](SkinningSubdivision.gif) |
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### Modeling Tips
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OpenSubdiv has a great section on [modeling for subdivision](https://graphics.pixar.com/opensubdiv/docs/mod_notes.html). Not all of them apply for Godot Subdiv though: You can currently only import either quad only meshes to use the Catmull-Clark scheme or any other mesh which will default to the Loop subdivision scheme.
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OpenSubdiv has a great section on [modeling for subdivision](https://graphics.pixar.com/opensubdiv/docs/mod_notes.html). Not all of them apply for Godot Subdiv though: You can currently only import either quad only meshes to use the Catmull-Clark scheme or any other mesh which will default to the Loop subdivision scheme.
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### Building the project yourself
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To build this project you need to have SCons installed, otherwise everything is included in the project.
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\
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For just building and trying out the project do
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```bash
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scons target=template_debug
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```
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in the cloned folder.
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in the cloned folder.
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For running the tests do
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```
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scons -Q tests=1 target=template_debug
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```
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which will run simple doctest tests when starting godot on the terminal:
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```
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path/to/godot --editor --path ${workspaceFolder}/project
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```

project/addons/godot_subdiv/plugin.cfg

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name="Godot Subdiv"
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description="Fast subdivision in Godot with opensubdiv."
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author="tefusion"
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version="0.4"
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version="0.4.1"
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script="godot_subdiv.gd"

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