Age | Commit message (Collapse) | Author |
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Basic skin support
Various fixes
- Fixes bind mount id and mesh index
- Fixed duplicate nodes being created
- Prevented leak when instances being freed during re-import.
- Improved camera and light transform import
- skeleton handling and technical debt removal
- ASSIMP: bone nodes were unlinked from bones by this code
- bone_add working can distinguish between armatutes
- Updated transform to be the correct offset
- Added safety for state.root node errors
- Fixed memory leak with leaf bones
- Implemented children re-parenting for mesh template
- import_animation fixes to basic skeleton data
- Adds some more debug messages
- Fixed Godot import segfault
- Fix build failing on mono
- Clear resources we use which are no longer required after import
- Fixed bone duplication issue
- Working skeleton_bone_map which can lookup armatures properly now.
- Fixed stack being used up when mesh swapped & Fixed bone ID
Additional notes:
We use a mesh template which is a fake node to instance the initial
mesh nodes . This is to ensure the entire tree can be built.
We replace mesh node templates with the real mesh after the
skeleton is available, since this makes it ensure that the fully
built skeleton exists with all bones, all nodes, etc.
The bone stack is a stack which pops when it finds bones,
this overcomes duplicate bones with the same names.
FBX has lots of these because animation armature has bone names like bone001
and another armature will also have bone001
Fixed errors in node path assignment
Simple explanation:
- Every mesh uses a node from the stack
- Node stack was empties before completed
- Every time node not found, stack must be rebuilt to maintain correct armature order :)
Additional fixes:
- Fixes destructor in assimp
- Implements aiNode* mArmature in bone data
- Implements aiNode* mParent in bone data
- Fixes parent ID on bones.
Implemented skeleton assignment in generate_mesh_indicies
This is the only place we can safely do a lookup for the skeleton for the mesh.h
I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function.
Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification.
Fixed import_animation spawning tracks per skin
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Fixed cases where labels with autowrap can overflow the editor ui
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Fixes #33155
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Use GDScript resource path over script path for `inst2dict`
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Fix Color8 GDScript documentation
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to core API 1.2 extension.
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The resource path holds the original path which can be used to convert
a dictionary to instance consistently both within editor and exported projects
as the original path is automatically remapped from `gd` to `gdc` or `gde` in
exported projects.
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Fix some crashes, overflows and using variables without values
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Make sure the instance is valid before trying to access the script in
after an error happened. If the instance is not valid it's possible that
the script is invalid as well.
Fix #29623
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Typo found in source string, reported by linux-man on weblate
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Make sure the script is fully compiled before looking into the base.
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Added empty() function to pool array types
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Core is not touched, only for binding and scripting.
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Fixes #33150
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Fix some crashes and using null pointers
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Gridmap : Mesh preview now scales + grid update on cell size change
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Allow mixed tabs and spaces when indentation does not depend on tab size
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(hopefully) Closes #30937, fixes #32612
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VideoStream:
- Fix const correctenss
VideoPlayer:
- Remove unused member variable last_frame
- Move _mix_audios function definition to source file
- Fix function parameter naming to match p_ convention
- Fix const correctness
- Add null checking
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[Mono] Change Plane intersect methods to return nullable Vector3
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Fix gridmap error spam at startup
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Fix gridmap palette remaining invisible
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Fix wrong counting of function argument usage
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Remove duplicate valid value check in gdscript_tokenizer.cpp.
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Fixes auto completion for singletons
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Disable gridmap selection actions when nothing is selected
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The mesh preview now correctly scales with cell_scale
Refactor the grids creation into _draw_grids() and call it if the cell_size property is changed
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Fix HTML5 build after 67a4c30.
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Add option to create navmesh from objects in group
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This makes sure that the classes internally represented with an
underscore (_) prefix, such as singletons, are still properly checked
for inheritance in the ClassDB.
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There's no need to subtract 1 from the assignment usages because it's
not incremented anywhere else.
Also put back the assignment with operators because they should not
count as usage if the argument is on the left side.
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Adds a new NavigationMesh property to select which objects will be taken
into account for the generation.
By default it will use all the NavigationMeshInstance children to keep
compatibility. The new modes allow to build the NavigationMesh from
all the nodes belonging to a specific group, and optionally include
their children too.
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I messed up a rebase and a commit was partly skipped
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timoschwarzer/remove-redundant-compiler-directives
Remove redundant compiler directives
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Small fixes to redundand code, copy paste bugs
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Closes #32817
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