Rafał Mikrut
ed1c4bc77d
Removed unused variables, add some constants numbers
2019-12-10 05:13:02 +01:00
Marios Staikopoulos
4b28fd4f23
Bugfix: Sanitize glTF importer Animation Names and do not set bone_pose
2019-11-27 12:20:38 -08:00
K. S. Ernest (iFire) Lee
80b1604fa9
33714 glTF2 handle undefined load-time scene.
2019-11-22 08:48:23 -08:00
Rémi Verschelde
ab3bccdb78
Fix typos with codespell
...
Using codespell 1.16.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-11-22 08:35:03 +01:00
Rémi Verschelde
28613ab8c9
Merge pull request #33794 from nekomatata/gltf-morph-shapes-crash2
...
Error instead of crash in gltf import with more than one morph target
2019-11-21 22:09:08 +01:00
PouleyKetchoupp
e949665489
Error instead of crash in gltf import with more than one morph target
...
Redone from PR #33782 to fix the crash without adding compatibility with Blender 2.8
Helps with #16124 , while Blender 2.81 has the proper export fix.
2019-11-21 17:25:01 +01:00
K. S. Ernest (iFire) Lee
d0de373884
33756 gltf2 importer should use zfar
2019-11-21 07:52:18 -08:00
K. S. Ernest (iFire) Lee
3b44866bf2
33714 If the gltf2 asset has no scene, it is corrupt.
2019-11-20 10:49:24 -08:00
qarmin
616ab4fac2
Small fixes to redundand code, copy paste bugs
2019-10-14 11:40:55 +02:00
Marcel Admiraal
a8836ba28d
Remove dependency on the editor directory being in the build's include path.
...
- Add or remove the necessary subdirectorires to the includes to remove
dependency on the editor directory being in the build's include path.
- Ensure includes in modified files conform to style guideline.
- Remove editor from the build include path.
2019-10-10 08:57:00 +02:00
homer666
9d98ed1d86
Restore import animation storage checkbox behavior
2019-09-28 12:33:00 +10:00
gladmin
7f3e37fead
Fix import hints being ignored by glTF importer
...
This fixes a regression introduced in commit 72d2468
due to hyphens being removed from nodes names.
2019-09-25 16:58:05 +02:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
...
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
Rémi Verschelde
8c0595b722
Merge pull request #32306 from hbina/unused_variable
...
Fixed incorrect usage of variables in querying values.
2019-09-25 08:49:31 +02:00
Marios Staikopoulos
4631b0ca62
glTF: Fixed mistake with root node calculation in skin_verify
...
Was not actually grabbing the computed roots for comparison, but instead
was grabbing the disjoint_set representatives.
2019-09-24 21:49:25 -07:00
Hanif Bin Ariffin
d1e069ea23
Fixed incorrect use of variables
...
The previous committer mistakenly used the wrong variable to query some values.
This commit simply changes it so that it queries the right Dict.
2019-09-24 16:45:34 -04:00
Rémi Verschelde
159470df08
Merge pull request #32275 from godotengine/skin_support
...
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
Marios Staikopoulos
77e223ff94
GLTF: Fixed some issues with skin groups joining incorrectly and removed unused code
...
- Skin groups now merge more cleanly together
- Skins whose highest nodes are siblings of another skin now get merged also
- Skin nodes who have children of another skin now also fuse together
- Removed the re-rooting of IBM code, as it is no longer needed with the Skin system
2019-09-22 17:45:36 -07:00
qarmin
50be65bf43
Changed some code found by Clang Tidy and Coverity
2019-09-22 18:45:08 +02:00
Marios Staikopoulos
72d2468d68
More GLTF Fixes
...
1: Depth draw mode set for transparent materials (iFire)
2: Skeletons
- Bone names now unique and seperate from scene names
- Due to mixture of fake joints and joints, new bone sanitizing for names added
- Fixed an issue where some disjoint skins were not being joined due to a logic error
- Deterministic and Depth-first bone creation order
3: Skins
- Removed duplicate skins when possible
4: Animations
- Fixed invalid morph target names
2019-09-21 21:45:38 -07:00
Marios Staikopoulos
6fc5647bc3
GLTF Importer - Add more Index types and const-ed up the code
2019-09-21 15:21:02 -07:00
Marios Staikopoulos
11e09e59d1
GLTF2 Import Fixes - Skin(s) to Skeleton - Skin Support
2019-09-20 23:08:58 -07:00
Juan Linietsky
d81ddaf33e
Added skin support and simplified APIs to override bone position.
2019-09-18 19:46:32 -03:00
willnationsdev
7ac0239afa
Add CSV import without translation.
2019-09-03 19:37:20 -05:00
Rasmus Ketelsen
c653a020d6
Disabled trim and normalize as default for wav import
2019-08-30 11:46:50 +02:00
Rasmus Ketelsen
8dfe83406f
Added the ability to import scene resources as .tres files
2019-08-27 15:21:20 +02:00
Fabio Alessandrelli
c19871af6d
Move CryptoCore to it's own folder.
...
Crypto classes will be placed in core/crypto.
2019-08-19 16:31:05 +02:00
Rémi Verschelde
d3153c28f0
Replace last occurrences of 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG'
...
The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).
There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.
Part of #31244 .
2019-08-17 13:31:22 +02:00
Braden Bodily
71d71d55b5
Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
...
Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Joseph Catrambone
c2e91005ef
Bugfix in GLTF import: Flipping boolean check. Reindexing should _NOT_ happen when blend shapes are present.
2019-07-27 14:34:54 -07:00
Rémi Verschelde
4c943cca2c
Merge pull request #30716 from qarmin/fixed_static_analiser_code
...
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 15:08:44 +02:00
qarmin
aab8da25ad
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 09:14:31 +02:00
Rémi Verschelde
a1b4568ba9
Revert "Tweak SpatialMaterial's default metallic and roughness texture channels"
2019-07-22 11:56:41 +02:00
qarmin
6cbaf7662f
Changed some code showed in LGTM and Coverage
2019-07-20 08:09:57 +02:00
Hugo Locurcio
c9445632e1
Hide "Max Rate Hz" if "Max Rate" is unchecked when importing WAV sample
2019-07-07 18:53:21 +02:00
Fabio Alessandrelli
564d93ff10
CryptoCore class to access to base crypto utils.
...
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
2019-07-02 12:36:27 +02:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
Rémi Verschelde
5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
...
Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin
072e40368e
Fix always true/false values
2019-06-20 16:59:48 +02:00
Rémi Verschelde
b9f8e072ce
Merge pull request #26205 from Calinou/spatialmaterial-use-packed-channels
...
Tweak SpatialMaterial's default metallic and roughness texture channels
2019-06-20 11:46:01 +02:00
JohnJLight
38d3bfe971
Made use of semicolons more consitent, fixed formatting
2019-06-19 15:24:31 +02:00
Rémi Verschelde
b486f5dde0
glTF: Fix import of animations with INTERPOLATION_LINEAR
...
Bug found thanks to GCC 8's -Wduplicated-branches.
Slight refactor for readability.
2019-06-15 15:20:13 +02:00
Rémi Verschelde
30e8b53c38
Merge pull request #29680 from akien-mga/fix-headers
...
Add missing license headers
2019-06-11 19:01:40 +02:00
Rémi Verschelde
f18121824c
Add missing license headers
...
Make `fix_headers.py` script compatible with Python 3.
2019-06-11 15:33:32 +02:00
Rémi Verschelde
6d16f2f053
Fix error macro calls not ending with semicolon
...
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Rémi Verschelde
c957e56741
Merge pull request #24286 from glaforte/bugfix/20878
...
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
...
Support script global class (class_name) as root_type when importing a scene
2019-05-29 17:31:15 +02:00
Rémi Verschelde
e0574e1d98
Fix typos with codespell
...
Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Rémi Verschelde
7013607ef9
Merge pull request #28365 from fire/split_clip_blend_shapes
...
Modify ResourceImporterScene to split animations with blendshapes.
2019-05-06 16:58:29 +02:00