Age | Commit message (Collapse) | Author |
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Improve support for directed graphs in A*; docs update included
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@DavidSichma, @ptrojahn
New Platinum sponsor, added to splash screen:
Interblock
New Gold sponsor:
Image Campus
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Fix dragging spinner without control key
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Fix localise_path method
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Node create dialog filtering optimization
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Make text in the "About" dialog reset its position when changed
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Fixes ItemList max column update
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When setting the max column of an ItemList, the layout does not update until it is resized.
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Avoid loading the same scripts again and parse them when updating the node type tree.
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Remove implicit dependency on String from error_macros.h.
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FBX Skinning and batch of fixes
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with two backslashes
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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
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Fixes improper undo state for pivot setting
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After setting the pivot of a node, if you undo.... it will not revert the pivot to the previous state.
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fix occluders positions error under canvas_layer
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Release freeze is now active, only major bug fixes will be considered.
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fix crash on iOS 13
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Fixes #7966.
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Fix key names being wrongly capitalized in the input map editor
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Fix invalid casting on visual shader sampler
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Fixed cases where labels with autowrap can overflow the editor ui
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This also fixes the prompt in the editor shortcuts dialog
while removing duplicated code.
This closes #33305.
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Remove unused `editor/active` project setting
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This closes #33322.
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Allow zooming while panning
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Added sampler inputs for visual shaders
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Fixes #33155
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Use GDScript resource path over script path for `inst2dict`
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Prevents usage of unsupported texture shader types in GLES2
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Update zstd to 1.4.3
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Fixes the edit rect in TreeItems
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Fix depth format on Android in GLES2
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Force update SpatialMaterial when texture set and always use ALBEDO
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Make the editor dimming even more smarter
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Finish TileMap documentation
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