Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-06-04 | Rename Quat to Quaternion | Marcel Admiraal | |
2021-06-03 | Rename Variant TRANSFORM to TRANSFORM3D | Aaron Franke | |
Also _transform to _transform3d | |||
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. | |||
2021-01-01 | 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 🎆 | |||
2020-12-22 | 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 |