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path: root/modules/fbx/fbx_parser/FBXProperties.cpp
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2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
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.
2021-04-07Merge pull request #46877 from ↵Rémi Verschelde
W4RH4WK/always-dynamically-allocate-property-table Always dynamically allocate PropertyTable
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-default-member-init`Rémi Verschelde
2021-03-10Always dynamically allocate PropertyTableAlex Hirsch
- `Texture::~Texture` expects `props` to be dynamically allocated. - `GetPropertyTable` returned a pointer to an existing `PropertyTable` but is expected to return a newly, dynamically allocated one. - `PropertyTable::PropertyTable()` suggests that an empty `element` property is valid. fix #46876 fix #45573
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 🎆
2020-12-23Port 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