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2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-05-20removed a redundant NULL check in assimp editor of a pointer to an array ↵hbina085
declared in the same statement block
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 ```
2019-04-30SCons: Always use env.Prepend for CPPPATHRémi Verschelde
Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
2019-04-17Assimp: Don't touch normals.K. S. Ernest (iFire) Lee
2019-04-13Clean up ASSIMP import code.Juan Linietsky
2019-04-07Merge pull request #27714 from fire/asset_importRémi Verschelde
FBX Import bug fixes with special character in mesh names
2019-04-06Assimp: fix FBX import with ':' in filename.K. S. Ernest (iFire) Lee
2019-04-06Fix wrong method binds and registered classIgnacio Etcheverry
2019-04-05Add Open Asset Import Library to Godot.K. S. Ernest (iFire) Lee
FBX support and MMD (pmx) support. Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX. Maya FBX Stingray PBS support. Importing FBX static meshes work. Importing FBX animations is a work in progress. Supports FBX 4 bone influence animations. Supports FBX blend shapes. MMDs do not have an associated animation import yet. Sponsored by IMVU Inc.