Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-04-01 | Merge pull request #59755 from V-Sekai/import-gltf-mat-placeholder | Rémi Verschelde | |
2022-03-31 | Add support for Blend importing of material placeholders. | K. S. Ernest (iFire) Lee | |
Couldn't get the 'NONE' option to work. | |||
2022-03-31 | Allow importing punctual lights from Blend. | K. S. Ernest (iFire) Lee | |
2022-03-30 | Add fbx2gltf support for importing .fbx files | K. S. Ernest (iFire) Lee | |
Lets you drag or place .fbx files in the project folder and it will import the files. An editor setting sets the location of the fbx2gltf binary. Enables .fbx and .blend by default. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com> | |||
2022-03-29 | Add support for importing .blend files | K. S. Ernest (iFire) Lee | |
Lets you drag or place .blend files in the project folder and it will import the files. Checks for Blender 3.0's gltf2 `export_keep_originals` option. Add basepath support to GLTFDocument append_from_file. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com> | |||
2022-03-28 | Remove last editor code dependencies in template build | Rémi Verschelde | |
SConstruct change also makes it possible to outright delete the `editor` folder in a `tools=no` build, which we use in CI to ensure no invalid cross-dependencies are added. | |||
2022-03-28 | Modules: Don't build editor-specific classes in templates | Rémi Verschelde | |
They're moved to an `editor` subfolder so that we can easily handle them separately. | |||
2022-03-24 | Add GLTF, DAE and FBX importers enforcement for blend shape mask array | Adam Scott | |
2022-03-03 | glTF export for new TYPE_BLEND_SHAPE tracks | Lyuma | |
2022-02-20 | Fix GLTF exporter crash when using GridMap | Haoyu Qiu | |
2022-02-16 | Default material is assigned to meshes without material for glTF export | Fazil Babu | |
2022-02-15 | Merge pull request #35679 from Calinou/doc-add-xml-schema | Rémi Verschelde | |
2022-02-15 | Add an XML schema for documentation | Hugo Locurcio | |
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions. | |||
2022-02-14 | Remove the EditorNode parameter from EditorPlugins create methods | trollodel | |
Remove EditorNode usage from the Navigation editor plugin. | |||
2022-02-14 | Remove most EditorNode constructor parameters and fields | trollodel | |
2022-02-12 | Merge pull request #57641 from Geometror/compilation-time-improvements-1 | Rémi Verschelde | |
2022-02-12 | Improve compilation speed (forward declarations/includes cleanup) | Hendrik Brucker | |
2022-02-11 | CSG Meshes can be exported as glTF | Fazil Babu | |
2022-02-10 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 2.2-dev from current git. Added `misc/scripts/codespell.sh` to make it easier to run it once in a while and update the skip and ignore lists. | |||
2022-02-09 | Core: Move generated `VERSION_HASH` to a `.cpp` file | Rémi Verschelde | |
This lets us have its definition in `core/version.h` and avoid rebuilding a handful of files every time the commit hash changes. | |||
2022-02-04 | [Net] New replication interface, spawner and synchronizer nodes. | Fabio Alessandrelli | |
Initial implementation of the MultiplayerReplicationInterface and its default implementation (SceneReplicationInterface). New MultiplayerSpawner node helps dealing with instantiation of scenes on remote peers (e.g. clients). It supports both custom spawns via a `_spawn_custom` virtual function, and optional auto-spawn of known scenes via a TypedArray<PackedScenes> property. New MultiplayerSynchornizer helps synchronizing states between the local and remote peers, supports both sync and spawn properties and is configured via a `SceneReplicationConfig` resource. It can also sync via path (i.e. without being spawned by a MultiplayerSpawner if both peers has it in tree, but will not send the spawn state in that case, only the sync one. | |||
2022-02-04 | String: Add contains(). | Anilforextra | |
2022-01-25 | Issue 57130 Fix GLTFDocument.generate_scene if state is null | Paweł Fertyk | |
2022-01-08 | Skip Draco-compressed glTF 3d format files. | K. S. Ernest (iFire) Lee | |
2022-01-07 | Fix some more wrong node names | kobewi | |
2022-01-05 | Merge pull request #56479 from V-Sekai/import-options | Rémi Verschelde | |
2022-01-05 | Merge pull request #56380 from RedMser/export_gltf_normal_crash | Rémi Verschelde | |
2022-01-05 | Merge pull request #56290 from nikitalita/fix-gltf-mesh-prims | Rémi Verschelde | |
2022-01-05 | options dict is now passed to _import_scene. | K. S. Ernest (iFire) Lee | |
2022-01-04 | Merge pull request #52541 from V-Sekai/gltf-load-scene-buffer | K. S. Ernest (iFire) Lee | |
Add gltf import buffer. | |||
2022-01-04 | Add import glb from buffer | K. S. Ernest (iFire) Lee | |
Split functions from gltf document import and export into six functions. Use base path to allow two code paths based on an empty base path or a full base path. Add uri decode in _parse_buffers. | |||
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-31 | Fix glTF scene export crash on null normal texture | RedMser | |
Also removes a redundant get_texture call directly below the modified code block. Fixes #56379 | |||
2021-12-27 | FIX GLTF Document mesh primitive conversions | nikitalita | |
2021-12-10 | Misc build system fixes | Aaron Franke | |
2021-12-09 | Add a double-precision editor build to CI | Aaron Franke | |
2021-12-05 | Remove or make verbose some debugging prints | Hugo Locurcio | |
The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code). | |||
2021-11-22 | Fix crash when exporting meshes to gltf that have no skin. | jitspoe | |
2021-11-12 | Modules: Make sure to include modules_enabled.gen.h where needed | Rémi Verschelde | |
2021-11-09 | Merge pull request #53819 from TokageItLab/re-implement-ping-pong | Rémi Verschelde | |
Reimplement ping-pong animation and reverse playback | |||
2021-11-03 | Merge pull request #54072 from KoBeWi/hrcr_is_ded | Rémi Verschelde | |
2021-11-03 | reimplement ping-pong | Silc 'Tokage' Renew | |
2021-11-01 | glTF: Fix override materials and non-empty arrays | Lyuma | |
Keep track of MeshInstance and GeometryInstance override materials in the GLTFMesh object. Ensure all arrays are non-empty to conform with "minItems":1 in glTF spec. | |||
2021-10-28 | clang-format: Enable `BreakBeforeTernaryOperators` | Rémi Verschelde | |
clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test. | |||
2021-10-28 | clang-format: Disable alignment of operands, too unreliable | Rémi Verschelde | |
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`. | |||
2021-10-28 | Remove node_hrcr hack | kobewi | |
2021-10-25 | gltf: Fix validation errors due to chunk padding and empty skins. | Lyuma | |
GLB chunk padding length calculation was backwards and missing for the BIN chunk. Fixed error caused by "skins":[] when no skins were present. Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength. | |||
2021-10-23 | Fixed animation insertion in SkeletonEditor | Silc 'Tokage' Renew | |
2021-10-21 | Remove unimplemented methods | Marcel Admiraal | |
2021-10-19 | Merge pull request #52940 from groud/toast_notification | Rémi Verschelde | |