Age | Commit message (Collapse) | Author |
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* Fix null crashes.
* Bake tracks
* Add some error messages.
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Co-authored-by: Lyuma <xn.lyuma@gmail.com>
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Handle gltf binary images
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[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ]
Enable compressed mip maps from Basis Universal for faster compressions.
Increase the quality of Basis to avoid corruption.
To keep compatibility use the first mip of the previous internal Godot format.
Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
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Recursively adds child nodes into each skeleton. This should prevent nested skeletons and avoid bone attachments for leaf bones.
In cases where a skinned mesh has children, creates two scene nodes with the same name, which both will represent this single gltf node.
Because blend shape animations must target the mesh, adds a separate mapping for ImporterMeshInstance3D node references.
This change will break existing imported scenes with bone attachments and more than one skeleton.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Add "Trimming" option to cut un-keyed timeline before first key in glTF animation
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Also move GLTFDocumentExtension into the extensions folder
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This allows GLTFDocumentExtension classes to add to the used extensions array.
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Also move GLTFDocument's template conversion functions into gltf_template_convert.h
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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Lets you drag or place .blend files in the project folder and it will import the files.
Checks for Blender 3.0's gltf2 `export_keep_originals` option.
Add basepath support to GLTFDocument append_from_file.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Add gltf import buffer.
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Split functions from gltf document import and export into six functions.
Use base path to allow two code paths based on an empty base path or a full base path.
Add uri decode in _parse_buffers.
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Happy new year to the wonderful Godot community!
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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.
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Create GLTFSkeleton at the same time we create GLTFNode objects.
Create GLTFSkin at the same time we export MeshInstance3D
Fixes export of blend shape arrays for meshes with multiple surfaces.
Fixes array indexing issues in export of glTF morph target animations.
Converts BoneAttachment3D nodes during normal node creation: this avoids
special cases during mesh export, and especially exporting skeletons or meshes
which are children of BoneAttachment3D.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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We determined through discussion that composing the packed scene from a node tree was a better design because it removed duplication of code.
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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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.
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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 🎆
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* 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
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