Age | Commit message (Collapse) | Author |
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Fix crash in SceneImportSettings::_select when a mesh has a null mesh node
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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).
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gl_compatibility renderer
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Add vertex color support to OBJ importer
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* 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.
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Fixes #70982
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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".
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Fix overlapping text in Advanced Import Settings action dialogs.
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configs correctly.
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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.
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Add "Trimming" option to cut un-keyed timeline before first key in glTF animation
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Use a more specific type for Mesh create_(convex|trimesh)_shape
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They are based on:
- Boolean arithmetic simplifications
- setting variables that are not accessed
- constant variables
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Print mismatched header contents and file size, which can provide more clues to users when debugging.
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[Image Font Importer] Hide unused font size, add image and character margins.
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[Font] Add an import option to pre-render all glyphs required for the translation.
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translation.
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Fix missing Add icon in the editor font prerendering dialog
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This also tweaks button writing style to match the rest of the editor.
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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".
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Also renames its parameter to from "rect" to "region".
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Unify usage of GLOBAL/EDITOR_GET
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Fix passed dictionary to `internal_process()` in importer plugin for animation
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Handle closed splines in Collada importer
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This improves the workflow for animations in a single timeline.
The users are no longer forced to slice one animation named "default".
Instead users can choose which animation(s) to break and how.
Changes:
- Remove slicing options from the animation player import menu
- Add such options to the animation import menu
- Rename clips to slices wherever was left
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Fixes: #63840
Importers can export options conditional based on the resource path.
If an empty path is passed (as by the editor settings) filtering should not be done.
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change warnings=all to use /W4.
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Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.
There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
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