Age | Commit message (Collapse) | Author |
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This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5.
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Game camera override
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Fix analog input in sliders
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fix #33188 MSAA depth buffer not used for external texture
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Fix #24137 Different number of leading zeros on MINGW printf("%lg")
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Fix r1 (and r2) may be used uninitialized warning in eq.cpp.
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Additional setting to prevent warnings in addons
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Use _set_output_format() on MINGW platform to force _snprintf_s() to
conform to the C99 standard and match the other platforms.
Fixes #24137
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Add an HTTPRequest usage example to the class reference
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Added link to raycasting tutorial to RayCast/RayCast2D
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Partial revert of #32657, undoing line shifting by 0.5
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Allow tab key to be used for shortcuts
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This also adds a link to the "Making HTTP requests" tutorial.
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Fix graphic tablet input coordinates on Windows.
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As discussed in #32657, this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.
Fixes #33393.
Fixes #33421.
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Another scene tree dock menu cleanup
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Fix 3D move_and_slide with stop_on_slope
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Make is_equal_approx separate and make == exact again
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[Mono] Alphabetize Mathf
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Document behavior of GDScript printraw
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Folders in FileSystem are not expanded on project save anymore
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Add a tooltip to Color properties in the editor inspector
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Updated Variant docs with more detailed info/tuts.
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Added more details for set_drag_preview()
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Set the properties of a Set node after add_node
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Supersedes and closes #32620.
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Fix locale filter in project settings editor
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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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