Age | Commit message (Collapse) | Author |
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Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.
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This allows GLTFDocumentExtension classes to add to the used extensions array.
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unchecked. Fixes #63954
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Also move GLTFDocument's template conversion functions into gltf_template_convert.h
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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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This is an optimization.
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Happy new year to the wonderful Godot community!
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Relaxes node name sanitization in gltf documents.
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And fix various bogus bindings following previous PRs.
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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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