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2021-09-23Construct values only when necessary.Anilforextra
2021-09-22Update Font advanced import dialog character ranges to Unicode 14. Fix ↵bruvzg
character range selector column number.
2021-09-21Merge pull request #52878 from AnilBK/add-get-centerRémi Verschelde
2021-09-21Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra
2021-09-20Merge pull request #42103 from dankan1890/import_atlas_fixRémi Verschelde
2021-09-20Import: Disable thread import for OBJ meshesRémi Verschelde
This can currently lead to deadlocks, possibly due to some race condition in the Vulkan renderer. Works around #48265.
2021-09-16Merge pull request #52681 from nekomatata/rename-rigid-bodyCamille Mohr-Daurat
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp
2021-09-15Merge pull request #52679 from nekomatata/world-boundary-shapeCamille Mohr-Daurat
Rename WorldMarginShape to WorldBoundaryShape
2021-09-14Clean convex hull decomposition codePouleyKetchoupp
Remove unnecessary conversion between triangle data and vertex data whenever possible.
2021-09-14Rename WorldMarginShape to WorldBoundaryShapePouleyKetchoupp
2021-09-14Merge pull request #52266 from AndreaCatania/collRémi Verschelde
2021-09-108 uvs for glTF2, URI decode and Vertex Custom api.Lyuma
Add glTF2 uri decode for paths. Add vertex custom apis. Add scene importer api. Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh Co-authored-by: darth negative hunter <thenegativehunter2@users.noreply.github.com>
2021-09-08Improve collision generation usability in the new 3D scene import workflow.AndreaCatania
With this PR it's possible to add a collision during the Mesh import, directly in editor. To generate the shape is possible to chose between the following options: - Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library). - Simple Convex: Is generated a convex shape that enclose the entire mesh. - Trimesh: Generate a trimesh shape using the Mesh faces. - Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`. - Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`. - Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`. - Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`. It's also possible to chose the generated body, so you can create: - Rigid Body - Static Body - Area
2021-09-06Explicitly convert signed to unsigned valueKirill Diduk
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-27Merge pull request #51908 from bruvzg/msdf_fonts2K. S. Ernest (iFire) Lee
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-24Rename RayShape to SeparationRayShapePouleyKetchoupp
Makes it clearer that it's used for special cases when picking a collision shape.
2021-08-24Restore RayShape as a regular shape typePouleyKetchoupp
Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
2021-08-22Implement set_surface_material and set_surface_name methods in ↵Lyuma
EditorSceneImporterMesh, and add documentation.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-19Merge pull request #48560 from SaracenOne/collada_semantic_fix_4_0Rémi Verschelde
2021-08-13Fix duplicate conditions.Anilforextra
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-09Some work on double supportAaron Franke
2021-08-05Make animation reset do less spam.K. S. Ernest (iFire) Lee
2021-08-05Merge pull request #51285 from V-Sekai/reset-anim-spamK. S. Ernest (iFire) Lee
Reset baking should not spam on lack of animation players.
2021-08-05Merge pull request #50797 from AndreaCatania/AndreaCatania-patch-4K. S. Ernest (iFire) Lee
Fix Static & Rigid body generation on mesh import.
2021-08-05Reset baking should not spam on lack of animation players.K. S. Ernest (iFire) Lee
2021-07-30Bake RESET animation.K. S. Ernest (iFire) Lee
Co-authored-by: MMMaellon <mmmaellon@gmail.com> Co-authored-by: Eron <rufsketch1@gmail.com>
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-24Fix scene import following List iterator changesAaron Franke
2021-07-24Fix Static & Rigid body generation on mesh import.Andrea Catania
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`. Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null: ```c++ Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */); CRASH_NOW(import_mesh.is_null()); Ref<Mesh> mesh = import_mesh; CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null. ``` Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed: - https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428 - https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458 - https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516 As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`. We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Expose an ImportOrder enum in ResourceImporterHugo Locurcio
This avoids using magic numbers in code.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-07Options to clean/simplify convex hull generated from meshPouleyKetchoupp
Clean: remove duplicate and interior vertices (uses Bullet algorithm) Simplify: modify the geometry for further simplification (uses VHACD algorithm) In the editor, single convex hull now uses the clean option. Added a new editor entry to create a simplified convex hull, can be useful for creating convex hull from highly tessellated triangle meshes.
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-28Implement Tree's internal minimum width calculationGilles Roudière
2021-06-20Fix for LOD is broken 49706K. S. Ernest (iFire) Lee
2021-06-20Merge pull request #49754 from aaronfranke/is-eq-approx-sub-optRémi Verschelde
Fix sub-optimal uses of is_equal_approx
2021-06-20Fix sub-optimal uses of is_equal_approxAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-16ERR_FAIL_NULL check file accessK. S. Ernest (iFire) Lee
Null in ResourceImporterTexture::_save_stex
2021-06-14Merge pull request #49458 from JFonS/fix_unwrap_xformRémi Verschelde
Rename get_parent_spatial() to get_parent_node_3d()
2021-06-14Rename get_parent_spatial() to get_parent_node3d()jfons
Renames get_parent_spatial() to get_parent_node3d() and changes its implementation. Before it was not returning a correct pointer if the node wasn't added to a SceneTree. Now it uses the same implementation as CanvasItem, which will be correct even for nodes outside a SceneTree.
2021-06-12Consistently prefix bound virtual methods with _kobewi
2021-06-11Merge pull request #49312 from RandomShaper/reference_to_ref_countRémi Verschelde
Rename `Reference` to `RefCounted`