Commit Graph

40 Commits

Author SHA1 Message Date
Nobody Really c973f3a1da Flake8 compliance (except for unused variables) 2016-07-09 12:25:21 +02:00
Nobody Really 52fdc65a5d Comma fix 2016-07-09 12:10:36 +02:00
Nobody Really 7de55b86c1 Whitespace fix 2016-07-09 12:00:32 +02:00
Pawel Kowal 101e0c9ec6 Improved Blender/Collada shadeless->unshaded import 2016-06-07 22:07:48 +02:00
Pawel Kowal 494847f0d1 Improved Blender/Collada -colonly import creating collision shapes for empties 2016-06-05 20:59:21 +02:00
Rémi Verschelde 0a5472e697 Remove trailing spaces 2016-04-02 20:26:12 +02:00
Brandon DeRosier 1f4a214987 Correct spot light size conversion in Blender exporter.
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.
2016-03-13 23:55:18 -04:00
Rémi Verschelde a13ed54ad4 Fix typo 2016-01-05 12:04:25 +01:00
Sergey Lapin 4210d5e459 Remove of use_exclude_ctrl_bones option
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
2015-09-18 12:52:34 +03:00
romulox_x 1efeb8b956 when copy images enabled, 'images' path prefix was only being written to file if the destination file didn't exist. so it only worked the first time. 2015-07-09 17:34:12 -07:00
Guido Berhoerster acbaefcc02 Fix typo that produced invalid markup for images 2015-06-20 14:47:06 +02:00
Josh Heidenreich ee04b41a97 Fix DAE exporter - files unreadable by Assimp
Colours came though as 3x component instead of 4x component.
Index of refraction was in the wrong place.
2015-06-02 21:15:37 +09:30
Juan Linietsky dda60296d8 Merge branch 'master' of https://github.com/okamstudio/godot 2015-05-01 23:20:41 -03:00
Juan Linietsky fb8b740fcb -fixed default godot logo
-made the packagename generated from name by default
2015-05-01 23:20:05 -03:00
Juan Linietsky 1721ef17d6 disable apply modifiers by default in export flag 2015-04-22 18:20:29 -03:00
Juan Linietsky e18c6ef63b -Better Collada now keeps mesh names properly from blender, makes the "overwrite existing, keep materials" import mode work properly. 2015-04-08 01:46:55 -03:00
Juan Linietsky 1572238adb merging okam changes 2015-04-02 07:22:17 -03:00
Juan Linietsky 4d2198110b merges from okam repo 2015-03-03 14:39:13 -03:00
Dana Olson 66a2adbf4b mergable version of ndee's pull request 2015-01-09 01:36:38 -05:00
Juan Linietsky 6851f9bfae Small Fixes
-=-=-=-=-=-

-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
2014-12-08 15:47:45 -03:00
Juan Linietsky c79be979d4 Batch of Bugfixes
-=-=-=-=-=-=-=-=-

-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!
2014-12-07 02:04:20 -03:00
Juan Linietsky e361e8539c -Ability to ask for documents/pictures/etc system dirs.
-Fixes to animationplayer
-fixes to collada importer
2014-12-02 14:02:41 -03:00
Juan Linietsky d70e16f72f -fix sound room params (was not working)
-fixes to DAE exporter
-ios fixes (video)
2014-11-26 14:24:13 -03:00
Juan Linietsky 6dd8768811 3D Import Import & UDP
-=-=-=-=-=-=-=-=-=-=-

-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
2014-11-12 11:23:23 -03:00
Juan Linietsky 0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*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
2014-11-05 21:20:42 -03:00
Juan Linietsky e82dc40205 -Much improvement to baked light baker
-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
2014-10-27 22:54:32 -03:00
Juan Linietsky 6e87c80e41 -do not use calc_tangents if no UVs 2014-10-14 23:38:10 -03:00
Juan Linietsky a84ba9c853 Collada
-=-=-=-

-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
2014-10-14 01:01:25 -03:00
Juan Linietsky ede3a4dd35 -compatibility fixes, Better Collada is ready for PRIME TIME! 2014-10-09 22:41:52 -03:00
Juan Linietsky 01ffe6cf89 -Rasterizer supports meshes with both skeletons and blend shapes
-Collada exporter supports Blend Shapes (even on actions via set driven keys)
2014-10-09 19:44:27 -03:00
Juan Linietsky b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-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)
2014-10-03 00:10:51 -03:00
Ralf Hölzemer c53dc526bf Restore current frame and assigned actions to the state before export 2014-09-25 00:21:52 +02:00
Ralf Hölzemer 8e6442cf05 Only export Actions with a user count > 0 2014-09-23 01:05:38 +02:00
Sergey Lapin e0a75f0f12 Recover shape key state 2014-09-17 20:20:19 +04:00
Sergey Lapin c122752915 Added option to enable and disable export of shape keys 2014-09-17 20:20:19 +04:00
Sergey Lapin a3a35702b4 Added shape keys export 2014-09-17 20:20:19 +04:00
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

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.
2014-09-15 11:33:30 -03:00
Juan Linietsky 2ee4ac183b Little Bits
-=-=-=-=-=-

-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
2014-08-14 10:31:38 -03:00
Juan Linietsky 678948068b Small Issues & Maintenance
-=-=-=-=-=-=-=-=-=-=-=-=-=

-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
2014-08-01 22:10:38 -03:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00