Age | Commit message (Collapse) | Author |
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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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glTF2 fallback load PNG and JPG
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
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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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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
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Fix sub-optimal uses of is_equal_approx
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Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
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Fix 8 bone weights in glTF2
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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Don't spam in glTF2 import either.
Clear() in SurfaceTool does not keep 8 weights.
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Also _transform to _transform3d
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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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Fix incorrect skin deduplication when using named binds
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When one invalid image fails, it should only fail that single image.
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Move to a more graceful degradation 3d asset import model.
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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.
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Rename get_surface_material to get_surface_override_material
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Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
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* 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.
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GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
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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.
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And move GLTF docs to its module folder.
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Relaxes node name sanitization in gltf documents.
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