Commit Graph

6 Commits

Author SHA1 Message Date
Rémi Verschelde 16f6a5b139
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:32:59 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde e4c40d8e6a
glTF: Cleanup includes and defines, split PackedSceneGLTF to own file 2021-12-12 12:08:18 +01:00
Omar El Sheikh 203295f17d Added Mesh Compression Import Options
Fleshed out the "Optimize Mesh" options found in the mesh import UI
Gave a checkbox to every vertex attribute that can be compressed

Surfaced option to enable/disable Octahedral compression for
normal/tangent vectors

Also surfaces the vertex position compression option which previously
inaccessible because the defaults did not compress vertex positions

Supports all current importers (obj, fbx, collada, gltf)
2021-11-01 12:54:28 -04:00
Lyuma 3cdaaffb54 Backport to 3.x "gltf export: Fix export of skeletons, skins and blend shapes."
Create GLTFSkeleton at the same time we create GLTFNode objects.
Create GLTFSkin at the same time we export MeshInstance3D
Fixes export of blend shape arrays for meshes with multiple surfaces.
Fixes array indexing issues in export of glTF morph target animations.

Converts BoneAttachment3D nodes during normal node creation: this avoids
special cases during mesh export, and especially exporting skeletons or meshes
which are children of BoneAttachment3D.

Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2021-10-05 14:14:28 -07:00
K. S. Ernest (iFire) Lee 6ec9468e75 Backport gltf2 module from master. 2021-05-31 13:18:06 -07:00