summaryrefslogtreecommitdiff
path: root/modules/gltf/gltf_document.cpp
AgeCommit message (Collapse)Author
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-13Export gltf2 normal textures correctly.K. S. Ernest (iFire) Lee
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-24Always have a name for gltf2 mesh, material and skins.K. S. Ernest (iFire) Lee
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
2021-03-18GLTF import: Prevent significant numerical errors in keyframe timesArdaE
Keyframe times shift slowly in imported animations, starting with a zero shift at the beginning and increasing and becoming erratic slowly farther into an animation, reaching significant levels at times after about 3 minutes into an animation. This commit fixes the issue by increasing the precision of the floating point numbers used for keyframe time calculations. Only the most significant cases that cause fast accumulation of errors over a short animation duration are fixed. Other cases that would have a marginal benefit from switching to double precision numbers are left for another PR/further analysis. Note that this change has no impact on the runtime performance of games/apps created using Godot. It only affects the GLTF importer. Fixes #47127.
2021-03-16Expand bone name possibilities.K. S. Ernest (iFire) Lee
2021-02-24Relaxes Node naming constraints in glTF documents to match the Editor.abaire
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-26Merge pull request #45435 from fire/gltf-node-anim-exportRémi Verschelde
Restore gltf node animation export.
2021-01-26Remove Quat set methods in favour of constructorsMarcel Admiraal
2021-01-24Restore gltf node animation export.K. S. Ernest (iFire) Lee
Misc style changes.
2021-01-22Make GLTF not depend on CSG or GridMapAaron Franke
2021-01-14fix gltf not importing files w/o bufferViews or accessorsFabian Stiewitz
2021-01-05glTF: Fix loading external images as bufferRémi Verschelde
We should first attempt loading as external files, thus creating a dependency. Loading as a buffer should only be used as fallback to support manually loading as PNG or JPEG depending on the defined mimeType. Fixes #44309, was a regression from #42504.
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 🎆
2020-12-29Expose gltf2 eight weights.K. S. Ernest (iFire) Lee
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Fix GLTF after camera near and far rename mergeMarcel Admiraal
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-28Add missing "normalized" accessor property to glTF documentAdam Scott
2020-12-22Add exporting glTF2.K. S. Ernest (iFire) Lee
* Support KHR_texture_transform. * Support exporting glTF2 * Support exporting instanced scenes * Extract into a gltf state and gltf document * Add a tools menu for exporting gltf2