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authorJuan Linietsky <reduzio@gmail.com>2014-05-14 01:22:15 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-05-14 01:22:15 -0300
commitb324ff7ea584676fcc3292808d7e7ea609982f8e (patch)
treeb80e9aa0b8f2926a398e25ef904f6229cb3e28dd /tools/editor/editor_node.cpp
parent45a509282e912d85c46b40974a2deb926be5be42 (diff)
A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
Diffstat (limited to 'tools/editor/editor_node.cpp')
-rw-r--r--tools/editor/editor_node.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/tools/editor/editor_node.cpp b/tools/editor/editor_node.cpp
index fc644e76c5..9821dad872 100644
--- a/tools/editor/editor_node.cpp
+++ b/tools/editor/editor_node.cpp
@@ -85,12 +85,15 @@
#include "plugins/animation_tree_editor_plugin.h"
#include "plugins/tile_set_editor_plugin.h"
#include "plugins/animation_player_editor_plugin.h"
+#include "plugins/baked_light_editor_plugin.h"
// end
#include "tools/editor/io_plugins/editor_texture_import_plugin.h"
#include "tools/editor/io_plugins/editor_scene_import_plugin.h"
#include "tools/editor/io_plugins/editor_font_import_plugin.h"
#include "tools/editor/io_plugins/editor_sample_import_plugin.h"
#include "tools/editor/io_plugins/editor_translation_import_plugin.h"
+#include "tools/editor/io_plugins/editor_mesh_import_plugin.h"
+
EditorNode *EditorNode::singleton=NULL;
@@ -4013,6 +4016,7 @@ EditorNode::EditorNode() {
_scene_import->add_importer(_collada_import);
editor_import_export->add_import_plugin( _scene_import);
editor_import_export->add_import_plugin( Ref<EditorSceneAnimationImportPlugin>( memnew(EditorSceneAnimationImportPlugin(this))));
+ editor_import_export->add_import_plugin( Ref<EditorMeshImportPlugin>( memnew(EditorMeshImportPlugin(this))));
editor_import_export->add_import_plugin( Ref<EditorFontImportPlugin>( memnew(EditorFontImportPlugin(this))));
editor_import_export->add_import_plugin( Ref<EditorSampleImportPlugin>( memnew(EditorSampleImportPlugin(this))));
editor_import_export->add_import_plugin( Ref<EditorTranslationImportPlugin>( memnew(EditorTranslationImportPlugin(this))));
@@ -4051,6 +4055,7 @@ EditorNode::EditorNode() {
add_editor_plugin( memnew( Particles2DEditorPlugin(this) ) );
add_editor_plugin( memnew( Path2DEditorPlugin(this) ) );
add_editor_plugin( memnew( PathEditorPlugin(this) ) );
+ add_editor_plugin( memnew( BakedLightEditorPlugin(this) ) );
for(int i=0;i<EditorPlugins::get_plugin_count();i++)
add_editor_plugin( EditorPlugins::create(i,this) );