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2016-06-07Improved Blender/Collada shadeless->unshaded importPawel Kowal
2016-06-05Improved Blender/Collada -colonly import creating collision shapes for emptiesPawel Kowal
2016-04-02Remove trailing spacesRémi Verschelde
2016-03-13Correct spot light size conversion in Blender exporter.Brandon DeRosier
The collada falloff angle is the angle from the center of the spot light projection, whereas Blender's point light size is the angle from one side to the opposite, meaning it's twice as much.
2016-01-05Fix typoRémi Verschelde
2015-11-12Remove of use_exclude_ctrl_bones (was removed in io_scene_dae by Sergey ↵Neiro
Lapin, commit 4210d5e4594fcf80bc121bccc916d411663d02bc) in godot_export_manager.py
2015-10-17Merge pull request #2488 from slapin/remove-unimplemented-exporter-optionJuan Linietsky
Remove of use_exclude_ctrl_bones option
2015-10-08newline fixesreduz
2015-09-18Remove of use_exclude_ctrl_bones optionSergey Lapin
use_exclude_ctrl_bones option is not implemented. This option is supposed to filter-out unneeded skeleton bones. This option was never implemented (in repository) and confuses users that feature exists. This commit removes this option as this option implementation is not happenning any time soon and claim it exists confuses users into thinking the feature is supported. Closes #2476
2015-07-09when copy images enabled, 'images' path prefix was only being written to ↵romulox_x
file if the destination file didn't exist. so it only worked the first time.
2015-06-20Fix typo that produced invalid markup for imagesGuido Berhoerster
2015-06-02 Fix DAE exporter - files unreadable by AssimpJosh Heidenreich
Colours came though as 3x component instead of 4x component. Index of refraction was in the wrong place.
2015-05-01Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2015-05-01-fixed default godot logoJuan Linietsky
-made the packagename generated from name by default
2015-04-22disable apply modifiers by default in export flagJuan Linietsky
2015-04-08-Better Collada now keeps mesh names properly from blender, makes the ↵Juan Linietsky
"overwrite existing, keep materials" import mode work properly.
2015-04-02merging okam changesJuan Linietsky
2015-03-03merges from okam repoJuan Linietsky
2015-01-15Export Manager FixesAndreas Esau
- fixed a bug where it could happen that objects did not get exported - fixed some script errors - added the feature to export particle dupliobjects. Now you can add objects with the particle system and get them directly exported.
2015-01-09mergable version of ndee's pull requestDana Olson
2014-12-08Small FixesJuan Linietsky
-=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
2014-12-07Batch of BugfixesJuan Linietsky
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
2014-12-02-Ability to ask for documents/pictures/etc system dirs.Juan Linietsky
-Fixes to animationplayer -fixes to collada importer
2014-11-26-fix sound room params (was not working)Juan Linietsky
-fixes to DAE exporter -ios fixes (video)
2014-11-123D Import Import & UDPJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-10-14-do not use calc_tangents if no UVsJuan Linietsky
2014-10-14ColladaJuan Linietsky
-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
2014-10-10missingJuan Linietsky
2014-10-10-less agressive install.txt, existence of this package is proof enough of ↵Juan Linietsky
disconformity.
2014-10-09-compatibility fixes, Better Collada is ready for PRIME TIME!Juan Linietsky
2014-10-09-Rasterizer supports meshes with both skeletons and blend shapesJuan Linietsky
-Collada exporter supports Blend Shapes (even on actions via set driven keys)
2014-10-03Huge Amount of BugFixJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-09-25Restore current frame and assigned actions to the state before exportRalf Hölzemer
2014-09-23Only export Actions with a user count > 0Ralf Hölzemer
2014-09-17Recover shape key stateSergey Lapin
2014-09-17Added option to enable and disable export of shape keysSergey Lapin
2014-09-17Added shape keys exportSergey Lapin
2014-09-153D Physics Rework, Other StuffJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-08-14Little BitsJuan Linietsky
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
2014-08-01Small Issues & MaintenanceJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
2014-02-15-project settings are saved when changedJuan Linietsky
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D -fix how documentation is generated, built in doc browser should be always up to date -copypaste, scrolling, etc in builtin doc -built-in scripts get saved now (though debugger may not always work on them) -Theme can be set to controls as a property
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky