Age | Commit message (Collapse) | Author | |
---|---|---|---|
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> | |||
2021-02-24 | Relaxes Node naming constraints in glTF documents to match the Editor. | abaire | |
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 |