Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-21 | Add support for named binds in Skin. | Juan Linietsky | |
Helps better reutilization of skeletons from Maya exported files. | |||
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-15 | Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. | Juan Linietsky | |
2020-02-11 | Vulkan: Move thirdparty code out of drivers, style fixes | Rémi Verschelde | |
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator | |||
2020-02-11 | Added normalmap guided roughness mipmap generator, and a global roughness ↵ | Juan Linietsky | |
limiter. | |||
2020-02-11 | Fix code formatting issues and VS compilation | Rémi Verschelde | |
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356. | |||
2020-02-11 | Fix Vector3 ambiguities and out of bounds init. | bruvzg | |
2020-02-11 | Fixes to Basis Universal. | Juan Linietsky | |
2020-02-11 | Rewritten StreamTexture for better code reuse, added basis universal support | Juan Linietsky | |
2020-02-11 | Proper texture reloading (was broken). | Juan Linietsky | |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky | |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky | |
2020-02-11 | Add static Vulkan loader. | bruvzg | |
Initial Vulkan support for Windows. Initial Vulkan support for macOS. | |||
2020-02-11 | Fix crash on import. | Juan Linietsky | |
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-07 | Use modules_enabled.gen.h to improve inter dependency checks | Rémi Verschelde | |
- Fix build with gdscript module disabled. Fixes #31011. - Remove unused `gdscript` compile option. - Fix build with regex module disabled. - Fix ImageLoaderSVG to forward declare thirdparty structs. | |||
2020-02-05 | Add do..while(0) wrappers to macros without one. | Marcel Admiraal | |
- Add do..while(0) wrapper to ERR_FAIL_NULL macros. - Add do..while(0) wrapper to ERR_FAIL_COND macros. - Add do..while(0) wrapper to ERR_CONTINUE macros. - Add do..while(0) wrapper to ERR_BREAK macros. - Add do..while(0) wrapper to CRASH_COND macros. - Add do..while(0) wrapper to ERR_FAIL macros. - Add do..while(0) wrapper to ERR_PRINT macros. - Add do..while(0) wrapper to WARN_PRINT macros. - Add do..while(0) wrapper to WARN_DEPRECATED macros. - Add do..while(0) wrapper to CRASH_NOW macros. | |||
2020-02-05 | Remove duplicate WARN_PRINT macro. | Marcel Admiraal | |
2020-01-24 | Add explanations for errors related to Vector/Quat normalization | Hugo Locurcio | |
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
2020-01-16 | Adds NULL check before using image loader | Haoyu Qiu | |
2020-01-11 | Add option to apply an offset to obj mesh import | Bastiaan Olij | |
2020-01-10 | Use cycle and loop hint flags in glTF2. | K. S. Ernest (iFire) Lee | |
2020-01-02 | Support GLTF2 alpha scissors. | K. S. Ernest (iFire) Lee | |
2020-01-02 | Merge pull request #34618 from qarmin/vector_please_dont_crash | Rémi Verschelde | |
Don't use constant reference in Vector push_back, insert and append_array | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-12-26 | Don't use constant reference in Vector push_back, insert and append_array | Rafał Mikrut | |
2019-12-24 | Fix Hard Crash on glTF Color Accessor Import | Marios Staikopoulos | |
2019-12-10 | Removed unused variables, add some constants numbers | Rafał Mikrut | |
2019-11-27 | Bugfix: Sanitize glTF importer Animation Names and do not set bone_pose | Marios Staikopoulos | |
2019-11-22 | 33714 glTF2 handle undefined load-time scene. | K. S. Ernest (iFire) Lee | |
2019-11-22 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
2019-11-21 | Merge pull request #33794 from nekomatata/gltf-morph-shapes-crash2 | Rémi Verschelde | |
Error instead of crash in gltf import with more than one morph target | |||
2019-11-21 | Error instead of crash in gltf import with more than one morph target | PouleyKetchoupp | |
Redone from PR #33782 to fix the crash without adding compatibility with Blender 2.8 Helps with #16124, while Blender 2.81 has the proper export fix. | |||
2019-11-21 | 33756 gltf2 importer should use zfar | K. S. Ernest (iFire) Lee | |
2019-11-20 | 33714 If the gltf2 asset has no scene, it is corrupt. | K. S. Ernest (iFire) Lee | |
2019-10-14 | Small fixes to redundand code, copy paste bugs | qarmin | |
2019-10-10 | Remove dependency on the editor directory being in the build's include path. | Marcel Admiraal | |
- Add or remove the necessary subdirectorires to the includes to remove dependency on the editor directory being in the build's include path. - Ensure includes in modified files conform to style guideline. - Remove editor from the build include path. | |||
2019-09-28 | Restore import animation storage checkbox behavior | homer666 | |
2019-09-25 | Fix import hints being ignored by glTF importer | gladmin | |
This fixes a regression introduced in commit 72d2468 due to hyphens being removed from nodes names. | |||
2019-09-25 | Merge pull request #32051 from qarmin/some_error_explanation | Rémi Verschelde | |
Added some obvious errors explanations | |||
2019-09-25 | Added some obvious errors explanations | qarmin | |
2019-09-25 | Merge pull request #32306 from hbina/unused_variable | Rémi Verschelde | |
Fixed incorrect usage of variables in querying values. | |||
2019-09-24 | glTF: Fixed mistake with root node calculation in skin_verify | Marios Staikopoulos | |
Was not actually grabbing the computed roots for comparison, but instead was grabbing the disjoint_set representatives. | |||
2019-09-24 | Fixed incorrect use of variables | Hanif Bin Ariffin | |
The previous committer mistakenly used the wrong variable to query some values. This commit simply changes it so that it queries the right Dict. | |||
2019-09-23 | Merge pull request #32275 from godotengine/skin_support | Rémi Verschelde | |
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes | |||
2019-09-22 | GLTF: Fixed some issues with skin groups joining incorrectly and removed ↵ | Marios Staikopoulos | |
unused code - Skin groups now merge more cleanly together - Skins whose highest nodes are siblings of another skin now get merged also - Skin nodes who have children of another skin now also fuse together - Removed the re-rooting of IBM code, as it is no longer needed with the Skin system | |||
2019-09-22 | Changed some code found by Clang Tidy and Coverity | qarmin | |