Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-06-20 | Merge pull request #49754 from aaronfranke/is-eq-approx-sub-opt | Rémi Verschelde | |
Fix sub-optimal uses of is_equal_approx | |||
2021-06-20 | Fix sub-optimal uses of is_equal_approx | Aaron Franke | |
2021-06-19 | Rename `instance()`->`instantiate()` when it's a verb | Lightning_A | |
2021-06-19 | Consolidate JSON, JSONParseResults and JSONParser into JSON | Marcel Admiraal | |
Renames JSON.parse_string() to parse() Renames JSON.decode_data() to stringify() | |||
2021-06-16 | Merge pull request #49401 from fire/8-weights | K. S. Ernest (iFire) Lee | |
Fix 8 bone weights in glTF2 | |||
2021-06-11 | Core: Move DirAccess and FileAccess to `core/io` | Rémi Verschelde | |
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already. | |||
2021-06-07 | Fix 8 bone weights in glTF2 | K. S. Ernest (iFire) Lee | |
Don't spam in glTF2 import either. Clear() in SurfaceTool does not keep 8 weights. | |||
2021-06-04 | Rename Quat to Quaternion | Marcel Admiraal | |
2021-06-03 | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D | Aaron Franke | |
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-05-27 | gltf: Fix mesh nodes which are also bones. | Lyuma | |
Fix issue when two skeletons end up directly parented. Prevent animating TRS for skinned Mesh node. Fix animating weights on meshes with targets but no weights. | |||
2021-05-25 | Rename File::get_len() get_length() | Marcel Admiraal | |
2021-05-21 | Merge pull request #48913 from lyuma/gltf_named_binds_dedup | Rémi Verschelde | |
Fix incorrect skin deduplication when using named binds | |||
2021-05-20 | gltf: Fail gracefully when a mesh instance fails. | Lyuma | |
2021-05-20 | Fix incorrect skin deduplication when using named binds | Lyuma | |
2021-05-21 | Merge pull request #48904 from fire/gltf-img-failure | Rémi Verschelde | |
When one invalid image fails, it should only fail that single image. | |||
2021-05-20 | When one invalid image fails, it should only fail that single image. | K. S. Ernest (iFire) Lee | |
Move to a more graceful degradation 3d asset import model. | |||
2021-05-20 | Change behavior of String.right | Tomasz Chabora | |
2021-05-01 | Fix some tangent Color typos in GLTF | Aaron Franke | |
2021-04-27 | Core: Drop custom `copymem`/`zeromem` defines | Rémi Verschelde | |
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore. | |||
2021-04-15 | Merge pull request #47878 from clayjohn/rename-get_surface_material | Rémi Verschelde | |
Rename get_surface_material to get_surface_override_material | |||
2021-04-14 | Rename get_surface_material to get_surface_override_material | clayjohn | |
2021-04-13 | Export gltf2 normal textures correctly. | K. S. Ernest (iFire) Lee | |
2021-04-05 | Style: Apply clang-tidy's `readability-braces-around-statements` | Rémi Verschelde | |
2021-03-28 | Rename Texture.get_data() to get_image() | Marcel Admiraal | |
2021-03-24 | Always have a name for gltf2 mesh, material and skins. | K. S. Ernest (iFire) Lee | |
Co-authored-by: Lcbx <luc.courbariaux@gmail.com> | |||
2021-03-18 | GLTF import: Prevent significant numerical errors in keyframe times | ArdaE | |
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. | |||
2021-03-16 | Expand bone name possibilities. | K. S. Ernest (iFire) Lee | |
2021-02-24 | Relaxes Node naming constraints in glTF documents to match the Editor. | abaire | |
2021-02-08 | Initialize class/struct variables with default values in modules/ | Rafał Mikrut | |
2021-01-26 | Merge pull request #45435 from fire/gltf-node-anim-export | Rémi Verschelde | |
Restore gltf node animation export. | |||
2021-01-26 | Remove Quat set methods in favour of constructors | Marcel Admiraal | |
2021-01-24 | Restore gltf node animation export. | K. S. Ernest (iFire) Lee | |
Misc style changes. | |||
2021-01-22 | Make GLTF not depend on CSG or GridMap | Aaron Franke | |
2021-01-14 | fix gltf not importing files w/o bufferViews or accessors | Fabian Stiewitz | |
2021-01-05 | glTF: Fix loading external images as buffer | Rémi 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. | |||
2021-01-01 | Update copyright statements to 2021 | Rémi 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 🎆 | |||
2020-12-29 | Expose gltf2 eight weights. | K. S. Ernest (iFire) Lee | |
2020-12-28 | Merge pull request #44586 from madmiraal/rename-stepify | Rémi Verschelde | |
Rename Math::stepify to snapped | |||
2020-12-28 | Fix GLTF after camera near and far rename merge | Marcel Admiraal | |
2020-12-28 | Rename Math::stepify to snapped | Marcel Admiraal | |
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-28 | Add missing "normalized" accessor property to glTF document | Adam Scott | |
2020-12-22 | Add 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 |