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2023-01-31Merge pull request #72245 from JonqsGames/apply_root_scale_to_shapeRémi Verschelde
Apply root scale to 3d shapes on import
2023-01-30Refactor high quality texture importJuan Linietsky
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30Add remove immutable tracks option to glTF importerSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2023-01-28Apply root scale to shape on importJoJoX
2023-01-27Handle gltf binaryK. S. Ernest (iFire) Lee
[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ] Enable compressed mip maps from Basis Universal for faster compressions. Increase the quality of Basis to avoid corruption. To keep compatibility use the first mip of the previous internal Godot format. Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
2023-01-23Convert en_GB spelling to en_US with codespellRémi Verschelde
2023-01-19Merge pull request #69288 from bruvzg/gde_low_level_funcsRémi Verschelde
[GDExtension] Expose some low level functions and String operators.
2023-01-19[GDExtension] Expose some low level functions and String operators.bruvzg
2023-01-19Avoid importing MSVC obj filesMario Liebisch
Currently Godot tries to import any file with the extension "obj" as a Wavefront OBJ model in text format. This will fail and potentially crash the editor, if the obj file is actually binary, like a MSVC build artifact/object file. While the COFF header at the start of the obj file is subject to change, this change should cover all potential/typical target machines possible right now. This fixes #71656.
2023-01-17Improve visibility of Actions button in Advanced import settings dialogHugo Locurcio
2023-01-17Merge pull request #70630 from asmaloney/importer-crash-null-mesh-nodeRémi Verschelde
Fix crash in SceneImportSettings::_select when a mesh has a null mesh node
2023-01-16obj: Avoid empty names and meshesrsjtdrjgfuzkfg
This commit updates the obj importer to properly name imported meshes and permits it to skip meshes that do not contain geometry. This fixes at least one crash and several warnings and avoids unnecessary meshes being generated when importing obj files that do not contain geometry that is not assigned to a named object (such as when exporting from Blender).
2023-01-13Avoid crashing when custom GLSL shaders are imported when using the ↵clayjohn
gl_compatibility renderer
2023-01-13Merge pull request #71033 from scurest/obj-vertex-colorRémi Verschelde
Add vertex color support to OBJ importer
2023-01-08Use BitField<> in core type masksJuan Linietsky
* All core types masks are now correctly marked as bitfields. * The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks. * Most bitmask operations replaced by functions in BitField<> * Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is. * Documentation and API dump updated to reflect bitfields in core types.
2023-01-07Mark OBJ vertex colors sRGB in materials (only if has vertex colors)scurest
2023-01-07Add vertex color support to OBJ importerscurest
Fixes #70982
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-27Fix crash in SceneImportSettings::_select when a mesh has a null mesh_nodeAndy Maloney
2022-12-21Merge pull request #70360 from dustinsth/fix_import_dialog_textRémi Verschelde
Fix overlapping text in Advanced Import Settings action dialogs.
2022-12-20Fix overlapping text in Advanced Import Settings action dialogs.dustinsth
2022-12-20Disable properties that don't have an effect in the advanced audio importerMarcus Elg
2022-12-19Fix inconsistent audio import menu namingMarcus Elg
2022-12-14Clear animation map when import settings is openedbmolyneaux
2022-12-12Fix advanced font import dialog not saving outline sizes of pre-render ↵bruvzg
configs correctly.
2022-12-04Use system fonts as fallback and improve system font handling.bruvzg
Add support for font weight and stretch selection when using system fonts. Add function to get system fallback font from a font name, style, text, and language code. Implement system font support for Android. Use system fonts as a last resort fallback.
2022-11-29Merge pull request #68665 from TokageItLab/cut-unkeyed-gltf-animRémi Verschelde
Add "Trimming" option to cut un-keyed timeline before first key in glTF animation
2022-11-29Add trimming option to cut un-keyed timeline before first key in gltfSilc Renew
2022-11-28Merge pull request #69178 from aaronfranke/mesh-shapeRémi Verschelde
Use a more specific type for Mesh create_(convex|trimesh)_shape
2022-11-25Use a more specific type for Mesh create_(convex|trimesh)_shapeAaron Franke
2022-11-24Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resourcesRémi Verschelde
2022-11-21Code simplifications found by cppcheckMarkus Sauermann
They are based on: - Boolean arithmetic simplifications - setting variables that are not accessed - constant variables
2022-11-16Improve BoneRenamer to avoid conflicting with original bone nameSilc Renew
2022-11-14Remove redundant Variant-types initializationsMarkus Sauermann
2022-11-14Add more info to WAV import errorsalex-pahdo
Print mismatched header contents and file size, which can provide more clues to users when debugging.
2022-11-14Merge pull request #68470 from bruvzg/img_fnt_impRémi Verschelde
[Image Font Importer] Hide unused font size, add image and character margins.
2022-11-14Merge pull request #68448 from bruvzg/font_imp_trRémi Verschelde
[Font] Add an import option to pre-render all glyphs required for the translation.
2022-11-11Use forward-declarations in EditorPlugin where possibletrollodel
2022-11-10[Font] Add an import option to pre-render all glyphs required for the ↵bruvzg
translation.
2022-11-10[Image Font Importer] Hide unused font size, add image and character margins.bruvzg
2022-11-04Fix -Wunused-but-set-variable warnings from Emscripten 3.1.20Rémi Verschelde
2022-11-04Merge pull request #68223 from Calinou/editor-font-prerendering-fix-add-iconRémi Verschelde
Fix missing Add icon in the editor font prerendering dialog
2022-11-03Fix missing Add icon in the editor font prerendering dialogHugo Locurcio
This also tweaks button writing style to match the rest of the editor.
2022-11-03Hide Antialiasing import option on DynamicFonts with MSDF enabledHugo Locurcio
Antialiasing cannot be adjusted on fonts rendered with MSDF. Internally, Godot always uses grayscale antialiasing for those fonts. This also tweaks property hints for consistency, and renames uses of "sub-pixel" to the more commonly used "subpixel".
2022-11-01Rename Image's `get_rect` to `get_region`Micky
Also renames its parameter to from "rect" to "region".
2022-10-31Merge pull request #67578 from KoBeWi/GEDITORRémi Verschelde
Unify usage of GLOBAL/EDITOR_GET
2022-10-31Merge pull request #67805 from TokageItLab/fix-postimport-anim-argRémi Verschelde
Fix passed dictionary to `internal_process()` in importer plugin for animation
2022-10-28ResourceImporterLayeredTexture: rename compress modes to match enumDeeJayLSP
2022-10-27Merge pull request #67834 from Klowner/collada-closed-curves-16658Clay John
Handle closed splines in Collada importer
2022-10-24Handle closed splines in Collada importerMark Riedesel