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2019-11-06Make text in the "About" dialog reset its position when changedMichael Alexsander
2019-11-06Merge pull request #33382 from madmiraal/update-error_macrosRémi Verschelde
Remove implicit dependency on String from error_macros.h.
2019-11-06Merge pull request #33347 from RevoluPowered/demo/assimp-importer-fbxRémi Verschelde
FBX Skinning and batch of fixes
2019-11-06Remove implicit dependency on String from error_macros.h.Marcel Admiraal
2019-11-05Updated assimp to 308db73 from https://github.com/assimp/assimp/RevoluPowered
2019-11-05FBX Importer Generation 3RevoluPowered
Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-05Merge pull request #33361 from codecustard/masterRémi Verschelde
Fixes improper undo state for pivot setting
2019-11-05Fixes improper undo state for pivot settingcodecustard
After setting the pivot of a node, if you undo.... it will not revert the pivot to the previous state.
2019-11-05Merge pull request #33153 from raphael10241024/fix_occluderRémi Verschelde
fix occluders positions error under canvas_layer
2019-11-05Bump version to 3.2-betaRémi Verschelde
Release freeze is now active, only major bug fixes will be considered.
2019-11-05Merge pull request #33154 from ealataur/masterRémi Verschelde
fix crash on iOS 13
2019-11-05Fix crash on exit or resume on iOS 13Max
Fixes #7966.
2019-11-04Merge pull request #33335 from Calinou/input-map-editor-fix-key-namesRémi Verschelde
Fix key names being wrongly capitalized in the input map editor
2019-11-04Merge pull request #33341 from Chaosus/vs_fix_samplersYuri Roubinsky
Fix invalid casting on visual shader sampler
2019-11-04Merge pull request #33330 from nekomatata/fix-label-autowrap-sizeRémi Verschelde
Fixed cases where labels with autowrap can overflow the editor ui
2019-11-04Fix invalid casting on visual shader samplerYuri Roubinsky
2019-11-04Fix key names being wrongly capitalized in the input map editorHugo Locurcio
This also fixes the prompt in the editor shortcuts dialog while removing duplicated code. This closes #33305.
2019-11-04Merge pull request #33333 from Calinou/remove-unused-project-settingRémi Verschelde
Remove unused `editor/active` project setting
2019-11-04Remove unused `editor/active` project settingHugo Locurcio
This closes #33322.
2019-11-04Merge pull request #33331 from KoBeWi/just_keep_panningRémi Verschelde
Allow zooming while panning
2019-11-04Allow zooming while panningTomasz Chabora
2019-11-04Merge pull request #33282 from Chaosus/vs_texture_inputsRémi Verschelde
Added sampler inputs for visual shaders
2019-11-04Fixed cases where labels with autowrap can overflow the editor uiPouleyKetchoupp
Fixes #33155
2019-11-04Merge pull request #33266 from Xrayez/inst2dict-original-pathRémi Verschelde
Use GDScript resource path over script path for `inst2dict`
2019-11-03Merge pull request #33280 from Chaosus/remove_unsupported_shader_typesRémi Verschelde
Prevents usage of unsupported texture shader types in GLES2
2019-11-03Merge pull request #33254 from SneakyFish5/update-zstdRémi Verschelde
Update zstd to 1.4.3
2019-11-03Update zstd to 1.4.3unknown
2019-11-03Merge pull request #33286 from groud/fix_tree_edit_rectRémi Verschelde
Fixes the edit rect in TreeItems
2019-11-03Fixes the edit rect in TreeItemsGilles Roudiere
2019-11-03Added sampler inputs for visual shadersYuri Roubinsky
2019-11-03Prevents usage of unsupported texture shader types in GLES2Yuri Roubinsky
2019-11-03Merge pull request #33278 from clayjohn/GLES2-depth-formatRémi Verschelde
Fix depth format on Android in GLES2
2019-11-03Merge pull request #33277 from clayjohn/update_materialRémi Verschelde
Force update SpatialMaterial when texture set and always use ALBEDO
2019-11-03Merge pull request #33275 from YeldhamDev/big_brain_dimmingRémi Verschelde
Make the editor dimming even more smarter
2019-11-02Fix depth format on Android in GLES2clayjohn
2019-11-02Force update SpatialMaterial when texture set and always use ALBEDOclayjohn
2019-11-02Make the editor dimming even more smarterMichael Alexsander
2019-11-02Merge pull request #33261 from Jummit/document-tilemapRémi Verschelde
Finish TileMap documentation
2019-11-02Merge pull request #33258 from aaronfranke/color8Rémi Verschelde
Fix Color8 GDScript documentation
2019-11-02Merge pull request #33243 from Muller-Castro/BackBufferCopyDescriptionRémi Verschelde
Make BackBufferCopy's description more specific
2019-11-02Merge pull request #25474 from jeremyz/android_gestureRémi Verschelde
implement InputEventMagnifyGesture and InputEventPanGesture for android
2019-11-02Merge pull request #33151 from thiagoamendola/doc_setpixelvRémi Verschelde
Add documentation for Image's set_pixelv method
2019-11-02Merge pull request #33270 from norkn/fix-issue-27256Rémi Verschelde
Copy transform when creating convex sibling
2019-11-02Merge pull request #33259 from Chaosus/remove_gles2_switch_opRémi Verschelde
Removed switch operator from GLES2 shader back-end
2019-11-02Merge pull request #33268 from Paulb23/33128_connection_info_validateRémi Verschelde
Update connection info on script validation rather then saved copy
2019-11-02Add documentation for Image's set_pixelv methodThiago Amendola
2019-11-02Merge pull request #33264 from nekomatata/doc-true-false-nullRémi Verschelde
Code format for true/false/null to make documentation consistent
2019-11-02Merge pull request #33267 from bruvzg/restore_gdnative_compatRémi Verschelde
Restore GDNative compatibility after #33210
2019-11-02Update connection info on script validation rather then saved copyPaulb23
2019-11-02Copy transform when creating convex siblingcheckerWoho