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2020-12-18Improved shadow rendering efficiencyreduz
-Do not bind attributes that are not needed -Improve a bit more how meshoptimizer interacts with Godot
2020-12-18Implement automatic LOD (Level of Detail)reduz
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
2020-12-13Rework Mesh handling on scene importing.reduz
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer. -Integrated MeshOptimizer -Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
2020-12-10Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2Rémi Verschelde
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years, so let's drop it instead of keeping a compress type which doesn't work. The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-08Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde
Initialize class/struct variables with default values in platform/ and editor/
2020-12-04Rebind Mesh/ArrayMesh enumsAaron Franke
2020-12-02Refactored Mesh internals and formats.reduz
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-21Use Vector2i instead of Vector2 for Image get_pixelv and set_pixelvAaron Franke
Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
2020-11-18glTF: Workaround import failure with invalid embedded imagesRémi Verschelde
image/gif is not supported in the glTF 2.0 specification, these files are broken. But let's be lenient... Fixes #43638.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-16Merge pull request #42977 from Calinou/roughness-normal-import-more-image-typesRémi Verschelde
Allow more image types in the roughness texture's Src Normal import hint
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-21Allow more image types in the roughness texture's Src Normal import hintHugo Locurcio
2020-10-09Implement GPU Particle Collisionsreduz
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
2020-10-05Better non alphanumeric bone names.K. S. Ernest (iFire) Lee
1. _gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) won't return an empty string. 2. String GLTFDocument::_sanitize_bone_name(const String &name) will keep Japanese characters. Like: "全ての親". 3. The sanitize function allows the bone name to be not just alphanumeric. The only required conditions are the ones in add_bone. > ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
2020-10-05glTF: Fix parsing image data with `mimeType` undefinedRémi Verschelde
The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data, so the previous logic to handle URIs with base64-encoded images could fail if `mimeType` is undefined. The logic was documented and refactored to better handle the spec, notably: - `uri` and `bufferView` are now mutually exclusive, and only the latter fails if `mimeType` is undefined. - `uri` with a file path will now respect the `mimeType` if defined, and thus attempt loading the file with the specified format (even if its extension is not the one expected for this format). So we can support bad extensions (PNG data with `.jpg` extension) or custom ones (PNG data in `.img` file for example). - `uri` with base64 encoded data will infer MIME type from `data:image/png` or `data:image/jpeg` if it was not documented in `mimeType` initially. - `uri` with base64 encoded data, no `mimeType` and `application/octet-stream` or `application/gltf-buffer` will fall back to trying both PNG and JPEG loaders. Fully fixes #33796 (and fixes up #42501).
2020-10-02glTF: Fix parsing buffer data with application/gltf-buffer and image/* MIME ↵Rémi Verschelde
types See https://github.com/KhronosGroup/glTF/issues/944 for context on the application/gltf-buffer MIME type. The glTF 2.0 spec supports `image/jpeg` and `image/png` which can also be base64-encoded in buffer URIs. Fixes #33796.
2020-09-28Use the vertex colors by default in gltf.K. S. Ernest (iFire) Lee
2020-09-09Implement 3D textures as import and resource format.reduz
2020-07-27Make all String float conversion methods be 64-bitAaron Franke
2020-07-21Merge pull request #40450 from asmaloney/spellingRémi Verschelde
Fix spelling & grammar in comments, docs, and messages
2020-07-21Fix spelling & grammar in comments, docs, and messagesAndy Maloney
2020-07-11Allow gltf2 morph targets with no default values. Changes for bug 38751K. S. Ernest (iFire) Lee
2020-07-10Add override keywords.Marcel Admiraal
2020-07-02Fix issues with custom tracks on reimportlordkettune
2020-06-18Fix #20467. The "Anim imported" warning gets displayed properly when working ↵Sl3dge78
on imported anims.
2020-06-14Remove the obsolete "2D Pixel" import presetHugo Locurcio
Texture filtering is now defined on a per-node basis, thanks to bindless textures provided by Vulkan. This closes #37057.
2020-06-11Add GLTF light importAaron Franke
Co-authored-by: K.S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2020-06-08Merge pull request #39152 from abustin/fbx_mesh_compression_fix_masterRémi Verschelde
Respect 'mesh compression' editor import option in Assimp and glTF importers [master]
2020-06-04Merge pull request #38924 from Calinou/tweak-import-compression-hintRémi Verschelde
Tweak the import compression property hint for clarity
2020-06-03Fix excessive bottom cropping in atlas generationPedro J. Estébanez
2020-05-29Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF ↵Alex Bustin
importers
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-21Tweak the import compression property hint for clarityHugo Locurcio
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-11Tweak the error message displayd when a post-import script failsHugo Locurcio
See #38662.
2020-05-10New lightmapperJuan Linietsky
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10Revert "Renamed plane's d to distance"Rémi Verschelde
This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3. This was wrong, `d` is not a distance but the `d` constant in the parametric equation `ax + by + cz = d` describing the plane.
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-10Style: Add missing copyright headersRémi Verschelde
2020-05-10Renamed plane's d to distanceMarcus Elg
2020-04-28Merge pull request #37273 from akien-mga/gltf-tangent-fix-32712Rémi Verschelde
glTF: Fix tangent generation for non-blend shapes
2020-04-22Add caching the lightmap unwrapping on importJFonS
This commit adds caching to the lightmap mesh unwraps generated on import. This speeds up re-imports of meshes that haven't changed and also makes sure that the unwraps are consistent across imports. The unwrapping process is not deterministic, so one could end up with a different mapping every time the scene was imported, breaking any previously baked lightmaps. The changes in this commit prevent that from happening.
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Fix more -Wmaybe-uninitialized warnings with target=release_debugRémi Verschelde
I have no idea why those don't get triggered in target=debug builds. Fixes #37461.