Age | Commit message (Collapse) | Author |
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Implement Skeleton Editor Gizmo
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Co-authored-by: Lyuma <xn.lyuma@gmail.com>
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* Usage was always confusing for users
* The ability to generate a pyramid shape was moved to Camera3D
* SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
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Convert GLTF Document to use ImporterMeshInstance3D.
Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.
Use GLTF module when the editor tools are disabled.
Modified the render server to be less restrictive on matching blend arrays and have more logging.
Misc bugs with multimesh.
Always index the meshes.
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1. Keep color data.
2. Don't lod blend shapes.
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Now matches the class names to be consistent between 2D and 3D and with
other node types.
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Fix match counter in help pages not updating
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Remove editor code in PhysicalBone3D
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_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the
editor plugin call can be done directly there.
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interface.
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Auto LOD fixes and improvements
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Rename Node's `filename` property to `scene_file_path` for clarity
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Added preview of breakpoint placement on hover. Added override of icon for the Editor to use an SVG so it is no longer blurry.
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Fixes #godotengine/godot-proposals#29
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