Sl3dge78
d99f6c4d5c
Fix #20467 . The "Anim imported" warning gets displayed properly when working on imported anims.
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(cherry picked from commit 95cd74fc4b
)
2020-06-21 21:36:12 +02:00
Hugo Locurcio
6692681618
Tweak the error message displayd when a post-import script fails
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See #38662 .
(cherry picked from commit 0d7b627936
)
2020-05-13 16:12:03 +02:00
Juan Linietsky
03c8e12d54
Add support for named binds in Skin.
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Helps better reutilization of skeletons from Maya exported files.
(cherry picked from commit 9a34f39d32
)
2020-03-04 12:40:14 +01:00
Rémi Verschelde
4faaf6089a
Remove unused #if 0'ed code
2020-01-21 21:41:54 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
homer666
9d98ed1d86
Restore import animation storage checkbox behavior
2019-09-28 12:33:00 +10:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
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Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698
Added some obvious errors explanations
2019-09-25 10:28:50 +02:00
qarmin
50be65bf43
Changed some code found by Clang Tidy and Coverity
2019-09-22 18:45:08 +02:00
Rasmus Ketelsen
8dfe83406f
Added the ability to import scene resources as .tres files
2019-08-27 15:21:20 +02:00
qarmin
aab8da25ad
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 09:14:31 +02:00
qarmin
6cbaf7662f
Changed some code showed in LGTM and Coverage
2019-07-20 08:09:57 +02:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
Rémi Verschelde
c957e56741
Merge pull request #24286 from glaforte/bugfix/20878
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Fixes the support of the 'keep on reimport' flag - Issue #20878 .
2019-05-30 16:42:50 +02:00
Rémi Verschelde
c51d2ed55c
Merge pull request #25480 from WindyDarian/scene_import_root_type_script_global_class_support
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Support script global class (class_name) as root_type when importing a scene
2019-05-29 17:31:15 +02:00
Rémi Verschelde
7013607ef9
Merge pull request #28365 from fire/split_clip_blend_shapes
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Modify ResourceImporterScene to split animations with blendshapes.
2019-05-06 16:58:29 +02:00
Rémi Verschelde
6ee5f7c881
Merge pull request #27453 from KoBeWi/glhf_scene_root
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Use filename for scene root of imported models
2019-04-30 11:38:32 +02:00
homer666
106d1f3c3c
Refresh import dock on change "animation/storage"
2019-04-29 11:38:45 +10:00
K. S. Ernest (iFire) Lee
342266d782
Modify ResourceImporterScene to split animations with blendshapes.
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# Conflicts:
# editor/import/resource_importer_scene.cpp
2019-04-23 17:25:44 -07:00
Juan Linietsky
5823b5d77d
Bundled VHACD library for convex decomposition.
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Modified both MeshInstance tools as well as importer to use it instead of QuickHull.
2019-04-10 17:47:28 -03:00
Tomasz Chabora
82fadde680
Use filename for scene root of imported models
2019-04-08 18:43:55 +02:00
Angeloss
40acc3ecdc
Fix: Keep custom tracks option now keeps animation loop property and value track update mode.
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(cherry picked from commit 589c5698a0
)
2019-04-03 16:59:34 +02:00
Ilaria Cislaghi
b6fe7a794d
Importer for scenes only overrides the base Node if differently specified by the user
2019-03-02 13:31:11 +01:00
Juan Linietsky
f669ebeeaf
-Properly handle missing ETC support on export
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
marxin
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
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Fixes #25316 .
2019-02-20 19:44:12 +01:00
Rémi Verschelde
c5dcbeb160
Scene: Ensure classes match their header filename
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Also drop some unused files.
Renamed:
- `scene/2d/navigation2d.h` -> `navigation_2d.h`
- `scene/2d/screen_button.h` -> `touch_screen_button.h`
- `scene/3d/scenario_fx.h` -> `world_environment.h`
- `scene/audio/audio_player.h` -> `audio_stream_player.h`
- `scene/resources/bit_mask.h` -> `bit_map.h`
- `scene/resources/color_ramp.h` -> `gradient.h`
- `scene/resources/shape_line_2d.h` -> `line_shape_2d.h`
- `scene/resources/scene_format_text.h` -> `resource_format_text.h`
- `scene/resources/sky_box.h` -> `sky.h`
Dropped:
- `scene/resources/bounds.h`
2019-02-12 17:21:48 +01:00
Windy Darian
c478f30321
Support script global class (class_name) when importing a scene
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We could already choose a script global class for root_type at scene import config. However, it would fall back to default Spatial if a script global class is chosen. This will make sure the base type for the script class is used, and the script to root node is attached upon import.
2019-01-29 23:25:57 -05:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Guillaume Laforte
d09ccf6f81
Fixes the support of the 'keep on reimport' flag - Issue #20878 .
2018-12-11 08:56:36 -05:00
Juan Linietsky
e0871b0f52
Baker fixes
2018-10-07 11:18:44 -03:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
52466d57e9
Make some debug prints verbose-only, remove others
2018-08-24 14:59:01 +02:00
Hein-Pieter van Braam
0e29f7974b
Reduce unnecessary COW on Vector by make writing explicit
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Max Hilbrunner
43a2e9e669
Merge pull request #15881 from dertom95/EditorScenePostImport
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EditorScenePostImport: added get_source_folder() and get_source_file(…
2018-07-05 02:27:26 +02:00
Juan Linietsky
c02d8be59d
further fixes to tag detection on importer
2018-07-02 05:54:58 -03:00
Juan Linietsky
beebd0b9de
Add a condition to detect duplicates objects, so cases like object-col.323, common in blender, is still detected as collision.
2018-07-02 02:02:32 -03:00
Juan Linietsky
896e250f2b
-Fix in animationplayback, sound would be cut on loop
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-Fix on scene importer, keeping changes to animation tracks was not working
2018-07-01 17:45:19 -03:00
Thomas Trocha
48e3ff0c8a
EditorScenePostImport: added get_source_folder() and get_source_file() methods
2018-05-31 03:23:42 +02:00
Hugo Locurcio
1c419531a0
Change ".." punctuation for "..." in editor strings ( #16507 )
2018-04-22 19:36:01 +02:00
Juan Linietsky
1322ca6fb2
Ability to import .escn files, which is just a .tscn but with forced import.
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This works together with the new Blender to Godot exporter.
2018-01-30 11:04:22 -03:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
3de20641f5
Property install export templates when downloaded from http
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added a scale parameter for scene import
2017-12-17 15:48:24 -03:00
Juan Linietsky
fa8a1fc420
Fixes how transform is applied to geometry in UV unwrap
2017-12-17 12:04:54 -03:00
Rémi Verschelde
8f25a2dc11
Cleanup some #if 0'd code
2017-12-17 15:40:24 +01:00
Juan Linietsky
f3ad14224e
-Add lightmapper
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Juan Linietsky
65fb961b8b
-Ability to and unwrap lightmap coordinates on import
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-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-09 14:18:14 -03:00
Juan Linietsky
209cb3830c
Exposed EditorSceneImporter to script. Added APIs to use intermediate converters more easily.
2017-12-07 15:44:20 -03:00
Juan Linietsky
5614902611
ability to keep user tracks when importing animations, closes #12801
2017-12-07 10:19:35 -03:00
Juan Linietsky
9738ebcda0
-Fixed height fog (was broken)
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-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25 12:32:41 -03:00