Age | Commit message (Collapse) | Author |
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the check read the return type of the setter, which doesn't exist and
lead to a segmentation fault. Now we check the first function parameter.
Probably a bad copy/paste of the getter case
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* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
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Fix inferred typed array marked as constant
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williamd67/GPULightmapper-increase-ray-triangle-hit-rate
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Currently the method ray_hits_triangle determines triangles not to be hit by
a ray due to an epsilon that is too big. In practice those triangles are hit by
those rays.
This is fixed by introducing a smaller epsilon.
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* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)
This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
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We've had many issues with WebM support and specifically the libvpx library
over the years, mostly due to its poor integration in Godot's buildsystem,
but without anyone really interested in improving this state.
With the new GDExtensions in Godot 4.0, we intend to move video decoding to
first-party extensions, and this would likely be done using something like
libvlc to expose more codecs.
Removing the `webm` module means we can remove libsimplewebm, libvpx and
opus, which we were only used for that purpose. Both libvpx and opus were
fairly complex pieces of the buildsystem, so this is a nice cleanup.
This also removes the compile-time dependency on `yasm`.
Fixes lots of compilation or non-working WebM issues which will be linked
in the PR.
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Fix a few issues with await in GDScript
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Don't grab the type of the awaited value unless it's constant (which
makes it synchronous) or call (which always use the proper return type).
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In the case the call happens as a statement, since the return value
isn't used in this case.
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If the keyword `await` is used without a coroutine, it should still
return the value synchronally.
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Found by `scons dev=yes` on llvm-mingw.
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So they don't reference to the old values anymore and instead refer to
a new value.
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GDScript 2.0: Access outer scope classes
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* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
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williamd67/GPULightmapper-skip-smoothen-positions-flat-triangle
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* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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In case the calculation of the delta contained infinity values (division by
zero), than later the calculation of the next cell failed as the infinity value
was multiplied by zero which resulted in a nan. The nan-value caused that the
next cell was equal to the current cell which resulted in an end-less loop,
which only terminates by the maximum iterations protection.
This is solved by replacing infinity with grid_size which acts as infinity.
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Before this change only rays to the sky (RAY_MISS) in the first bounce were
processed as active rays. This caused artifacts, areas were too light, when
more than one bounce were processed.
Now rays to the sky are processed as active rays for all bounces.
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Replace NULL with nullptr
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Smoothening positions for flat, non-smoothened, triangles is unnecessary and
caused positions to move outside their triangle which caused side-effects as
rays from those positions intersected with triangles which could not be
reached from the original triangle.
This is solved by skipping smoothening of positions for flat triangles.
A triangle is determined to be flas as its vertex normals are equal.
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