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2021-06-03Update documentation for Transform3DAaron Franke
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-27gltf: 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.
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-21Merge pull request #48913 from lyuma/gltf_named_binds_dedupRémi Verschelde
Fix incorrect skin deduplication when using named binds
2021-05-20gltf: Fail gracefully when a mesh instance fails.Lyuma
2021-05-20Fix incorrect skin deduplication when using named bindsLyuma
2021-05-21Merge pull request #48904 from fire/gltf-img-failureRémi Verschelde
When one invalid image fails, it should only fail that single image.
2021-05-20When 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.
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-01Fix some tangent Color typos in GLTFAaron Franke
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi 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.
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-13Export gltf2 normal textures correctly.K. S. Ernest (iFire) Lee
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-25doc: Sync classref with current sourceRémi Verschelde
2021-03-24Always have a name for gltf2 mesh, material and skins.K. S. Ernest (iFire) Lee
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
2021-03-22Improved 3D Scene ImporterJuan Linietsky
* Added option for importers to show an Advanced settings dialog * Created advanced settings dialog for Scene Importer * Cleaned up importers (remove many old/unused options) * Added the ability to customize every node, material, mesh and animation individually * Saving to animations and meshes to files is now a manual process, making it more predictable * Added the ability for materials to be replaced by external files (or to be made external, up to you). * When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it. WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-19Merge pull request #47128 from ArdaE/masterRémi Verschelde
GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
2021-03-18GLTF import: Prevent significant numerical errors in keyframe timesArdaE
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.
2021-03-18doc: Sync classref with current sourceRémi Verschelde
And move GLTF docs to its module folder.
2021-03-16Expand bone name possibilities.K. S. Ernest (iFire) Lee
2021-03-09Merge pull request #45545 from abaire/relaxes_gltf_name_sanitizationRémi Verschelde
Relaxes node name sanitization in gltf documents.
2021-02-24Relaxes Node naming constraints in glTF documents to match the Editor.abaire
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-17glTF: Fix set_joint_i_to_name not using its argumentAngad Kambli
Fixes #45371.
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-26Merge pull request #45435 from fire/gltf-node-anim-exportRémi Verschelde
Restore gltf node animation export.
2021-01-26Remove Quat set methods in favour of constructorsMarcel Admiraal
2021-01-24Restore gltf node animation export.K. S. Ernest (iFire) Lee
Misc style changes.
2021-01-22Make GLTF not depend on CSG or GridMapAaron Franke
2021-01-14fix gltf not importing files w/o bufferViews or accessorsFabian Stiewitz
2021-01-08make EditorSceneImporterGLTF and GLTFMesh APIType::API_EDITORNutmegStudio
2021-01-05glTF: Fix loading external images as bufferRémi 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.
2021-01-01Update copyright statements to 2021Rémi 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 🎆
2020-12-29Expose gltf2 eight weights.K. S. Ernest (iFire) Lee
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Fix GLTF after camera near and far rename mergeMarcel Admiraal
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-28Add missing "normalized" accessor property to glTF documentAdam Scott
2020-12-23Fix mistake in GLTFMesh.mesh propertyLyuma
2020-12-22Add 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