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2019-06-20Merge pull request #29283 from qarmin/fix_some_always_same_valuesRémi Verschelde
Remove always true/false values
2019-06-20Fix always true/false valuesqarmin
2019-06-20Merge pull request #26205 from Calinou/spatialmaterial-use-packed-channelsRémi Verschelde
Tweak SpatialMaterial's default metallic and roughness texture channels
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-15glTF: Fix import of animations with INTERPOLATION_LINEARRémi Verschelde
Bug found thanks to GCC 8's -Wduplicated-branches. Slight refactor for readability.
2019-06-11Merge pull request #29680 from akien-mga/fix-headersRémi Verschelde
Add missing license headers
2019-06-11Add missing license headersRémi Verschelde
Make `fix_headers.py` script compatible with Python 3.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
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.
2019-05-30Merge pull request #24286 from glaforte/bugfix/20878Rémi Verschelde
Fixes the support of the 'keep on reimport' flag - Issue #20878.
2019-05-29Merge pull request #25480 from ↵Rémi Verschelde
WindyDarian/scene_import_root_type_script_global_class_support Support script global class (class_name) as root_type when importing a scene
2019-05-19Fix typos with codespellRémi Verschelde
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 ```
2019-05-06Merge pull request #28365 from fire/split_clip_blend_shapesRémi Verschelde
Modify ResourceImporterScene to split animations with blendshapes.
2019-04-30Merge pull request #27453 from KoBeWi/glhf_scene_rootRémi Verschelde
Use filename for scene root of imported models
2019-04-30Merge pull request #27927 from theisegeberg/#27925_trimHalvesAudioRémi Verschelde
Fixes WAV import being cut in half with new trim code
2019-04-29Refresh import dock on change "animation/storage"homer666
2019-04-23Modify ResourceImporterScene to split animations with blendshapes.K. S. Ernest (iFire) Lee
# Conflicts: # editor/import/resource_importer_scene.cpp
2019-04-22Merge pull request #27673 from qarmin/small_fixesRémi Verschelde
Small fixes, mostly duplicated code
2019-04-19Added ability for multiple images to be imported as an atlasJuan Linietsky
This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
2019-04-11Removed extra division by format channels causing sounds to get halved.Theis Egeberg
2019-04-10Bundled VHACD library for convex decomposition.Juan Linietsky
Modified both MeshInstance tools as well as importer to use it instead of QuickHull.
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
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).
2019-04-08Use filename for scene root of imported modelsTomasz Chabora
2019-04-08Small fixes, mostly dupicated codeqarmin
2019-04-07Merge pull request #27645 from theisegeberg/fix-wav-import-trimRémi Verschelde
Fix end pops when trimming wav files
2019-04-05Merge pull request #26918 from aqnuep/skeleton_reparenting_fixRémi Verschelde
Fix skeleton reparenting to also work when the skeleton node is not a bone
2019-04-04-Added trim limit constant at top of file, defining at which db trimming ↵Theis Egeberg
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
2019-04-03Fix: Keep custom tracks option now keeps animation loop property and value ↵Angeloss
track update mode. (cherry picked from commit 589c5698a0808fb2ad9f240d65c1f44ad6544834)
2019-03-18Fix order of transformation in GLTF import Vivatchai Kaveeta
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
2019-03-11Fix skeleton reparenting to also work when the skeleton node is not a boneDaniel Rakos
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.
2019-03-07Ensure ETC2 textures are ALSO compressed to Po2 when have mipmaps. Fixes #26733Juan Linietsky
2019-03-04Merge pull request #26607 from ptrojahn/translationescapeRémi Verschelde
Unescape translations in CSV importer
2019-03-04Unescape translations in CSV importerPaul Trojahn
Fixes #25361
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-03-03Merge pull request #26446 from QbieShay/root_node_from_escnRémi Verschelde
Importer for scenes only overrides the base Node if differently specified by the user
2019-03-02Importer for scenes only overrides the base Node if differently specified by ↵Ilaria Cislaghi
the user
2019-03-01Clean up blend shape support in GLES2 and GLES3.Juan Linietsky
2019-02-26-Properly handle missing ETC support on exportJuan Linietsky
-Added ability for resource importers to save metadata -Added ability for resource importers to validate depending on project settings
2019-02-26-Remove harcoded opengl extension testing from OS, ask rasterizer instead.Juan Linietsky
-Fixed a bug where etc textures were imported broken
2019-02-24Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵Juan Linietsky
#25897 and many others
2019-02-23Tweak SpatialMaterial's default metallic and roughness texture channelsHugo Locurcio
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.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-12Scene: Ensure classes match their header filenameRémi Verschelde
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`
2019-02-12Core: Ensure classes match their header filenameRémi Verschelde
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`
2019-01-29Support script global class (class_name) when importing a sceneWindy Darian
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.
2019-01-28Remove unused iostream includesRémi Verschelde
2019-01-26Avoid crash in import (though model still does not work well), fixes #19346Juan Linietsky
2019-01-04Merge pull request #24647 from WindyDarian/gltf_morph_fixRémi Verschelde
Fix for blend shape incorrectly scaling skinned gltf mesh
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-12-29Partial fix for blend shape with gltfWindy Darian
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?