Age | Commit message (Collapse) | Author |
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FBX Importer
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Issues fixed:
- Updated assimp to latest and backported fixes into godot.
- Fixed file scale being ignored from FBX file.
- Fixed bone removal
- Implemented proper armature binding
- Fixed recursion not always going through the entire path
- Implemented assimp global scaling system
- Fixed assimp global scale process to support unit conversion
- Implemented proper fbx scaling
- Fixed asserts caused by missing faces in some models which could crash
- Fixed valid bone removal
- Fixed root node being overwriten by assimp which caused data loss
- Fixed armature construction so that it works with multiple roots
- Implemented basic support for FBX standard materials
- Refactoring to improve code quality and improve function reuse.
- Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone.
- Creating meshes is now done after hierarchy is created so that the skeleton is always available.
- Added support to assimp to support file scale in all formats which call SetFileScale.
- Many other fixes provided into assimp.
Known issues:
- FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks)
- Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node.
- When an animated mesh has not executed any animation the rest pose is wrong.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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Fix GodotTools.ProjectEditor HintPaths for referenced packages
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Mentioned the possibility to use stepify as a rounding function; +code examples
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GDScript: Disable LSP if either jsonrpc or websocket are disabled
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Remove check for class_name and extends order
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[Mono] Various Color fixes and improvements
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Tweak xatlas and import new version b4b5426
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Fix yield check in GDScriptFunction
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Support baking gridmap navmesh.
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Follow-up to #29780.
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Add Language Server Protocol for GDScript
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Closes #31056
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Fixes #31455
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* Avoid xatlas crash
* Enable alignment and disable bruteforce for speedups
* Update xatlas to b4b5426
* Delete old patches
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Fix the return type of NativeScript::new in API json
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I also slid in a fix to C++ Vector3 > and >=
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Improve writing style in GDScript error/warning messages
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VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.
This changes the MethodInfo of:
- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
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Fix 'android_mono_config.gen.cpp' not compiled first time it's generated
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Mention Android support in the C# alpha dialog message
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This will make it harder for someone to accidentally commit code that requires a newer version.
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conflict)
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This uses double quotes everywhere for consistency.
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Add Vector2/3 sign and posmod functions, axis, docs, misc additions
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Fix StreamPeerSSL connect_to_stream w/ custom cert.
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Follow up on #29871.
Was checking the wrong parameter, causing the code to ignore provided
stream-specific SSL certificate.
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Fixes #31549
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Validate that base stream is valid before accepting/connecting.
Also remove unnecessary includes.
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Allow setting buffer size of WebRTCDataChannel
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More Crypto, SSL server, crt/key as Resource, HashingContext
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connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
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Allows random bytes, RSA keys, and X509 certificates generation.
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Replace is_zero_approx(A.distance_to(B)) with A==B
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Fix WebSocketServer relaying message twice.
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The WebSocketMultiplayerPeer was relaying the same message two times,
both in _server_relay and _process_multiplayer (which was only supposed
to store the packet, given the server was one of the destination).
_process_multiplayer now only store the packet, and calls _server_relay
which will relay the message to other clients if needed.
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Related to #22988 (Fixes the holes in the shape of
the first comment)
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When relaying messages in multiplayer mode.
Could cause a crash in case a malicious client sends a bogus packet and
for those cases where a peer has just disconnected and a message arrive
from another peer with the disconnected one as destination.
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