Age | Commit message (Collapse) | Author |
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Remove always true/false values
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Tweak SpatialMaterial's default metallic and roughness texture channels
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Bug found thanks to GCC 8's -Wduplicated-branches.
Slight refactor for readability.
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Add missing license headers
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Make `fix_headers.py` script compatible with Python 3.
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Fixes the support of the 'keep on reimport' flag - Issue #20878.
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WindyDarian/scene_import_root_type_script_global_class_support
Support script global class (class_name) as root_type when importing a scene
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
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
```
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Modify ResourceImporterScene to split animations with blendshapes.
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Use filename for scene root of imported models
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Fixes WAV import being cut in half with new trim code
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# Conflicts:
# editor/import/resource_importer_scene.cpp
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Small fixes, mostly duplicated code
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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Modified both MeshInstance tools as well as importer to use it instead of QuickHull.
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Fix end pops when trimming wav files
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Fix skeleton reparenting to also work when the skeleton node is not a bone
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should occur (moved from being in the code itself)
-Added fade out frames constant at top of file, defining how many frames should have fade out applied (to avoid pops at the end of trim)
-Rewrote parts of the trimming logic to use an average of volume across all channels instead of any particular channel
-Added fade-out to trimming
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track update mode.
(cherry picked from commit 589c5698a0808fb2ad9f240d65c1f44ad6544834)
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From the gltf 2 spec, the order is R * S. Previously we did S * R, which broke some mesh with non-uniform scale.
Fix #23356, Fix #14725
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Existing code only did the reparenting when the parent node was a bone. This
change fixes that, plus the reparenting code itself, which used the index of
the skin instead of the skin index itself to address the skeleton array.
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Unescape translations in CSV importer
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Fixes #25361
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fixes #26468
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Importer for scenes only overrides the base Node if differently specified by the user
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the user
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
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-Fixed a bug where etc textures were imported broken
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#25897 and many others
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To follow the glTF 2.0 specification in all cases (including outside
of imported glTF scenes), the blue channel is now used for metallic
and the green channel is now used for roughness.
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Fixes #25316.
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Also drop some unused files.
Renamed:
- `scene/2d/navigation2d.h` -> `navigation_2d.h`
- `scene/2d/screen_button.h` -> `touch_screen_button.h`
- `scene/3d/scenario_fx.h` -> `world_environment.h`
- `scene/audio/audio_player.h` -> `audio_stream_player.h`
- `scene/resources/bit_mask.h` -> `bit_map.h`
- `scene/resources/color_ramp.h` -> `gradient.h`
- `scene/resources/shape_line_2d.h` -> `line_shape_2d.h`
- `scene/resources/scene_format_text.h` -> `resource_format_text.h`
- `scene/resources/sky_box.h` -> `sky.h`
Dropped:
- `scene/resources/bounds.h`
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Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
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We could already choose a script global class for root_type at scene import config. However, it would fall back to default Spatial if a script global class is chosen. This will make sure the base type for the script class is used, and the script to root node is attached upon import.
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Fix for blend shape incorrectly scaling skinned gltf mesh
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Happy new year to the wonderful Godot community!
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This fixes https://github.com/godotengine/godot/issues/20377 , where blend shape scales the mesh if the mesh is also skinned.
The issue was that the blend shape was trying to blend using BLEND_SHAPE_MODE_RELATIVE (directly adding everything in morph shape as displacement), while bone weights were copied in the morph shape, which resulted in 2x bone weights causing mesh to become bigger when blended.
Setting the blend mode to BLEND_SHAPE_MODE_NORMALIZED while guaranteeing the data is correct fixes the issue (previously treating gltf2's morph displacement data as blend target data). Ideally we still want to use BLEND_SHAPE_MODE_RELATIVE since it may need much less data, but that seems to require a larger refactor?
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