Commit Graph

5 Commits

Author SHA1 Message Date
Rémi Verschelde 1426cd3b3a
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 15:26:54 +01:00
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00
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 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Gordon MacPherson 8197a611fa Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>

This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.

Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.

Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.

Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.

Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.

**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.

Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-30 15:59:19 +00:00