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2021-10-03GLTF for game templates.K. S. Ernest (iFire) Lee
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.
2021-09-30Use range iterators for `Map`Lightning_A
2021-08-17Namespaces instead of underscore prefix for bindsMax Hilbrunner
Thanks to neikeq for the initial work. Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-09Some work on double supportAaron Franke
2021-07-21Use is_equal_approx in more placesAaron Franke
2021-07-15Misc cleanup of header includesRémi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-06-20Merge pull request #49754 from aaronfranke/is-eq-approx-sub-optRémi Verschelde
Fix sub-optimal uses of is_equal_approx
2021-06-20Fix sub-optimal uses of is_equal_approxAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename files and the exposed name for Transform3DAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD 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 ```
2021-04-15This stops using FBXPropertyTable as a pointer.Gordon MacPherson
The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored. The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable. Features/Fixes: Adds ability for multiple millions of polygons to be loaded. Fixes memory leaks with tokens Fixes memory leaks with property table Fixes loading some corrupt files Fixes meshes not having a unique name to the mesh node. Opens up loading for two more versions: 7100 and 7200, up to 2020. Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now. FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs.
2021-03-29FBX: Fix first bone getting unnecessary '_1' suffixRémi Verschelde
Fixes #43820. Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
2021-03-20FBX Import: Check bone map access for valid cluster target node idAlex Hirsch
fix #47184
2021-01-26Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly. - fixes node_3d_editor_plugin visibility bug when scale is zero - fix culling with small scaling values - which are still valid to be rendered like 0.00004 note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-12Update PolyPartition / Triangulator libraryAaron Franke
2021-01-05Preliminary Blender FBX support [4.0]Gordon MacPherson
limitations: - always has to use generated normal's. - some animations won't be compatible (yet) Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Update FBX because of changes in the core api.K. S. Ernest (iFire) Lee
2020-12-23Port FBX module from commit 68013d23932688e57b489600f4517dd280edc464Gordon MacPherson
Ports FBX module from 3.2 branch to 4.0 This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes. Changelog: - fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully) - fixed const correctness with C++/C version change - rewrote material handling to be simpler and better - ports from 3.2 to 4.0 the fbx importer