Commit graph

548 commits

Author SHA1 Message Date
Marcus Elg
ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Rémi Verschelde
2497740a4e
Merge pull request #37273 from akien-mga/gltf-tangent-fix-32712
glTF: Fix tangent generation for non-blend shapes
2020-04-28 20:32:37 +02:00
JFonS
f7dadc4796 Add caching the lightmap unwrapping on import
This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.

The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
2020-04-22 15:34:00 +02:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
0a2fa4d892 Fix more -Wmaybe-uninitialized warnings with target=release_debug
I have no idea why those don't get triggered in target=debug builds.

Fixes #37461.
2020-03-31 13:52:42 +02:00
Rémi Verschelde
f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
Rémi Verschelde
eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Rémi Verschelde
0034c88c57 glTF: Fix tangent generation for non-blend shapes
PR #30877 was bogus as it made a blend shape-specific code block apply
to everything but blend shapes (as it seemed not to work properly *for*
blend shapes).

The proper fix should thus be to simply remove the problematic
block (and thus cleanup unnecessary logic).

Fixes #32712.
2020-03-24 11:25:06 +01:00
Rémi Verschelde
cfd84625f0 Move DocData and Collada out of their subfolders
Now that the unused DocDump was removed, the `editor/doc` subfolder is
redundant.

Similarly, there's no reason for Collada to have a subfolder for itself
when glTF or OBJ don't.
2020-03-24 09:56:04 +01:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
luz.paz
7bf6e5f773 Fix various typos
Found via `codespell`
2020-03-11 13:59:18 -04:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Andrea Catania
2e0fb66c6f Renamed PlaneShape to WorldMarginShape 2020-02-27 17:45:16 +01:00
Andrea Catania
3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rémi Verschelde
afa773f388
Merge pull request #36564 from dankan1890/quick_fix
Fixed TextureAtlas import size.
2020-02-26 19:07:43 +01:00
Maurizio Petrarota
744c1fafff
Fixed TextureAtlas import. 2020-02-26 14:35:57 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky
9a34f39d32 Add support for named binds in Skin.
Helps better reutilization of skeletons from Maya exported files.
2020-02-21 09:40:29 -03:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde
db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Juan Linietsky
2049dec79e Added normalmap guided roughness mipmap generator, and a global roughness limiter. 2020-02-11 12:16:01 +01:00
Rémi Verschelde
fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
bruvzg
26318f3bd1 Fix Vector3 ambiguities and out of bounds init. 2020-02-11 12:03:39 +01:00
Juan Linietsky
d5cf1a872b Fixes to Basis Universal. 2020-02-11 12:02:59 +01:00
Juan Linietsky
4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky
dc32083681 Proper texture reloading (was broken). 2020-02-11 12:01:25 +01:00
Juan Linietsky
dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky
6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky
449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
bruvzg
eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
24b16f3bf0 Fix crash on import. 2020-02-11 11:53:28 +01:00
Juan Linietsky
9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde
f3726ee994 Use modules_enabled.gen.h to improve inter dependency checks
- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
2020-02-07 11:50:40 +01:00
Marcel Admiraal
6d69cd40bd Add do..while(0) wrappers to macros without one.
- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05 11:19:12 +01:00
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Hugo Locurcio
a002b93d86
Add explanations for errors related to Vector/Quat normalization 2020-01-24 14:19:23 +01:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Haoyu Qiu
92b36d4706 Adds NULL check before using image loader 2020-01-16 21:49:23 +08:00
Bastiaan Olij
ad6d06dc21 Add option to apply an offset to obj mesh import 2020-01-11 19:27:00 +11:00
K. S. Ernest (iFire) Lee
0172a7f932 Use cycle and loop hint flags in glTF2. 2020-01-10 08:02:16 -08:00
K. S. Ernest (iFire) Lee
f028b8b0e4 Support GLTF2 alpha scissors. 2020-01-02 11:52:08 -08:00
Rémi Verschelde
bde52cc688
Merge pull request #34618 from qarmin/vector_please_dont_crash
Don't use constant reference in Vector push_back, insert and append_array
2020-01-02 15:44:41 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
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
Rafał Mikrut
1ac701cc37 Don't use constant reference in Vector push_back, insert and append_array 2019-12-26 17:38:08 +01:00
Marios Staikopoulos
d3cf8cfb7d Fix Hard Crash on glTF Color Accessor Import 2019-12-24 15:03:24 -08:00
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
Rémi Verschelde
6ee5f7c881
Merge pull request #27453 from KoBeWi/glhf_scene_root
Use filename for scene root of imported models
2019-04-30 11:38:32 +02:00
Rémi Verschelde
ceebd748b9
Merge pull request #27927 from theisegeberg/#27925_trimHalvesAudio
Fixes WAV import being cut in half with new trim code
2019-04-30 10:46:56 +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.
# Conflicts:
#	editor/import/resource_importer_scene.cpp
2019-04-23 17:25:44 -07:00
Rémi Verschelde
a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Juan Linietsky
04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Theis Egeberg
e630591aea Removed extra division by format channels causing sounds to get halved. 2019-04-11 17:17:33 +02:00
Juan Linietsky
5823b5d77d Bundled VHACD library for convex decomposition.
Modified both MeshInstance tools as well as importer to use it instead of QuickHull.
2019-04-10 17:47:28 -03:00
Rémi Verschelde
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Tomasz Chabora
82fadde680 Use filename for scene root of imported models 2019-04-08 18:43:55 +02:00
qarmin
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Rémi Verschelde
9984ebba17
Merge pull request #27645 from theisegeberg/fix-wav-import-trim
Fix end pops when trimming wav files
2019-04-07 12:49:23 +02:00
Rémi Verschelde
e6979adb1b
Merge pull request #26918 from aqnuep/skeleton_reparenting_fix
Fix skeleton reparenting to also work when the skeleton node is not a bone
2019-04-05 16:48:42 +02:00
Theis Egeberg
26cc521d55 -Added trim limit constant at top of file, defining at which db trimming should occur (moved from being in the code itself)
-Added fade out frames constant at top of file, defining how many frames should have fade out applied (to avoid pops at the end of trim)
-Rewrote parts of the trimming logic to use an average of volume across all channels instead of any particular channel
-Added fade-out to trimming
2019-04-04 16:37:58 +02:00
Angeloss
40acc3ecdc Fix: Keep custom tracks option now keeps animation loop property and value track update mode.
(cherry picked from commit 589c5698a0)
2019-04-03 16:59:34 +02:00
Vivatchai Kaveeta
32dd9c67c6 Fix order of transformation in GLTF import
From the gltf 2 spec, the order is R  * S. Previously we did S * R, which broke some mesh with non-uniform scale.

Fix #23356, Fix #14725
2019-03-18 03:08:46 +07:00
Daniel Rakos
1cf7ca87ce Fix skeleton reparenting to also work when the skeleton node is not a bone
Existing code only did the reparenting when the parent node was a bone. This
change fixes that, plus the reparenting code itself, which used the index of
the skin instead of the skin index itself to address the skeleton array.
2019-03-11 16:26:45 +01:00
Juan Linietsky
6cb841edcb Ensure ETC2 textures are ALSO compressed to Po2 when have mipmaps. Fixes #26733 2019-03-07 12:16:20 -03:00
Rémi Verschelde
9efbddfee1
Merge pull request #26607 from ptrojahn/translationescape
Unescape translations in CSV importer
2019-03-04 21:54:29 +01:00
Paul Trojahn
aa465f076f Unescape translations in CSV importer
Fixes #25361
2019-03-04 21:07:58 +01:00
Juan Linietsky
2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
Rémi Verschelde
86f4fabd46
Merge pull request #26446 from QbieShay/root_node_from_escn
Importer for scenes only overrides the base Node if differently specified by the user
2019-03-03 13:51:09 +01:00
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
3f681b0681 Clean up blend shape support in GLES2 and GLES3. 2019-03-01 16:01:44 -03:00
Juan Linietsky
f669ebeeaf -Properly handle missing ETC support on export
-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
Juan Linietsky
5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Juan Linietsky
74d0ed2236 Many separate fixes to ensure non power of 2 textures work on GLES2, closes #25897 and many others 2019-02-24 22:36:53 -03:00
Hugo Locurcio
eb79833770
Tweak SpatialMaterial's default metallic and roughness texture channels
To follow the glTF 2.0 specification in all cases (including outside
of imported glTF scenes), the blue channel is now used for metallic
and the green channel is now used for roughness.
2019-02-23 19:10:31 +01:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
c5dcbeb160 Scene: Ensure classes match their header filename
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
Rémi Verschelde
b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Windy Darian
c478f30321 Support script global class (class_name) when importing a scene
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
70689ebffd Remove unused iostream includes 2019-01-28 12:16:22 +01:00
Juan Linietsky
ed1b9c1f15 Avoid crash in import (though model still does not work well), fixes #19346 2019-01-26 16:32:05 -03:00
Rémi Verschelde
d54894ffae
Merge pull request #24647 from WindyDarian/gltf_morph_fix
Fix for blend shape incorrectly scaling skinned gltf mesh
2019-01-04 15:21:38 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
d1f3b622f0 Fix missing/malformed license headers 2019-01-01 12:46:36 +01:00
Windy Darian
d9d6119b6e Partial fix for blend shape with gltf
This fixes https://github.com/godotengine/godot/issues/20377 , where blend shape scales the mesh if the mesh is also skinned.
The issue was that the blend shape was trying to blend using BLEND_SHAPE_MODE_RELATIVE (directly adding everything in morph shape as displacement), while bone weights were copied in the morph shape, which resulted in 2x bone weights causing mesh to become bigger when blended.
Setting the blend mode to BLEND_SHAPE_MODE_NORMALIZED while guaranteeing the data is correct fixes the issue (previously treating gltf2's morph displacement data as blend target data).  Ideally we still want to use BLEND_SHAPE_MODE_RELATIVE since it may need much less data, but that seems to require a larger refactor?
2018-12-29 01:13:35 -05:00
Rémi Verschelde
2e39e38c10 doc: Sync classref with current source
Fix various code formatting issues and argument names.
2018-12-27 11:10:18 +01:00
Rémi Verschelde
9c7ca687b2 Make error more explicit when OBJ/MTL files are missing
Fixes #24595.
2018-12-27 10:39:43 +01:00
Rémi Verschelde
c8a5400654
Merge pull request #24241 from Rubonnek/move-to-initializer-list
Moved member variables to initializer list
2018-12-12 09:25:34 +01:00
Wilson E. Alvarez
08f22f1cf0
Moved member variables to initializer list 2018-12-11 18:33:01 -05:00
Rémi Verschelde
5ff403b3b0
Merge pull request #23361 from mrcdk/wav_loop_backward
Add backward looping support to AudioStreamSample (wav files)
2018-12-11 18:43:18 +01:00
Guillaume Laforte
d09ccf6f81 Fixes the support of the 'keep on reimport' flag - Issue #20878. 2018-12-11 08:56:36 -05:00
Bastiaan Olij
fa63a0fe83 Reverse bitangent on everythings to ensure default normal map behavriour is consistent 2018-12-08 13:43:46 +11:00
Rémi Verschelde
6f9aa8727c
Merge pull request #23991 from glaforte/bugfix/19195
Generate the tangents without de-indexing and re-indexing the vertices.
2018-12-03 17:35:50 +01:00
Rémi Verschelde
c608d770d8
Merge pull request #24036 from glaforte/bugfix/18790
Changes the check for a singular matrix to use the scale vector.
2018-11-28 15:18:08 +01:00
Guillaume Laforte
fdb1fe6b92 Changes the check for a singular matrix to use the scale vector.
The check for the determinant does not have enough precision when used with a 0.01 uniform scale.
2018-11-28 08:56:01 -05:00
Guillaume Laforte
675dc00d04 Generate the tangents without de-indexing and re-indexing the vertices.
The support for shape keys / blend shapes depends on a consistent order for the vertices.
Fixes https://github.com/godotengine/godot/issues/19195.
2018-11-26 10:09:52 -05:00
Juan Linietsky
815557c812 Do not normalize normal map when disabled, fixes #20761 2018-11-25 17:05:35 -03:00
Rémi Verschelde
f673bd017d
Merge pull request #23885 from glaforte/bugfix/22848-attempt2
Avoids error messages when importing zero scale transforms in the COLLADA importer
2018-11-22 23:30:19 +01:00
Juan Linietsky
9efc6d85d8 Do not crash on invalid file, closes #21083 2018-11-22 17:27:01 -03:00
qarmin
82ab28e0d2 Make SVG scale more accurate 2018-11-21 19:06:38 +01:00
Guillaume Laforte
3f22f8d1f0 Avoids spamming the user when the COLLADA importer detects a singular basis during the animation import.
Fixes https://github.com/godotengine/godot/issues/22848.
2018-11-21 10:15:08 -05:00
Bastiaan Olij
bcef4b8dc6 Fixing tangent and binormal logic 2018-11-19 22:27:05 +11:00
Juan Linietsky
08612e1cfd No longer force mipmaps on import of VRAM textures, closes #10221 2018-11-02 12:26:11 -03:00
MrCdK
b2bfcb53d6 Add backward looping support to AudioStreamSample (wav files) 2018-10-28 19:37:14 +01:00
Juan Linietsky
e0871b0f52 Baker fixes 2018-10-07 11:18:44 -03:00
Aaron Franke
4f7b33cdcf Remove redundant "== false" code
Some of this code has been re-organized.
f
2018-10-06 16:20:41 -04:00
Rémi Verschelde
62ecb44035 Fix warning about functions defined but not used [-Wunused-function]
Fixes the following GCC 5 warnings:
```
core/io/zip_io.h:128:26: warning: 'zlib_filefunc_def zipio_create_io_from_file(FileAccess**)' defined but not used [-Wunused-function]
core/script_debugger_remote.cpp:110:17: warning: 'ObjectID safe_get_instance_id(const Variant&)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:103:12: warning: 'int _socket_create(IP::Type&, int, int)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:45:15: warning: 'size_t _set_sockaddr(sockaddr_storage*, const IP_Address&, int, IP::Type)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:76:15: warning: 'size_t _set_listen_sockaddr(sockaddr_storage*, int, IP::Type, IP_Address)' defined but not used [-Wunused-function]
editor/editor_fonts.cpp:40:24: warning: 'Ref<BitmapFont> make_font(int, int, int, int, const int*, const Ref<Texture>&)' defined but not used [-Wunused-function]
editor/editor_themes.cpp:85:26: warning: 'Ref<StyleBoxFlat> change_border_color(Ref<StyleBoxFlat>, Color)' defined but not used [-Wunused-function]
editor/import/editor_import_collada.cpp:493:13: warning: 'void _generate_normals(const PoolVector<int>&, const PoolVector<Vector3>&, PoolVector<Vector3>&)' defined but not used [-Wunused-function]
editor/import/editor_import_collada.cpp:524:13: warning: 'void _generate_tangents_and_binormals(const PoolVector<int>&, const PoolVector<Vector3>&, const PoolVector<Vector3>&, const PoolVector<Vector3>&, PoolVector<float>&)' defined but not used [-Wunused-function]
editor/pvrtc_compress.cpp:118:13: warning: 'void _compress_etc(Image*)' defined but not used [-Wunused-function]
modules/etc/image_etc.cpp:89:13: warning: 'void _decompress_etc1(Image*)' defined but not used [-Wunused-function]
modules/etc/image_etc.cpp:93:13: warning: 'void _decompress_etc2(Image*)' defined but not used [-Wunused-function]
modules/gdscript/editor/gdscript_highlighter.cpp:46:13: warning: 'bool _is_whitespace(CharType)' defined but not used [-Wunused-function]
scene/2d/cpu_particles_2d.cpp:510:14: warning: 'float rand_from_seed_m1_p1(uint32_t&)' defined but not used [-Wunused-function]
scene/3d/cpu_particles.cpp:474:14: warning: 'float rand_from_seed_m1_p1(uint32_t&)' defined but not used [-Wunused-function]
scene/resources/default_theme/default_theme.cpp:123:20: warning: 'Ref<Shader> make_shader(const char*, const char*, const char*)' defined but not used [-Wunused-function]
scene/resources/default_theme/default_theme.cpp:130:24: warning: 'Ref<BitmapFont> make_font(int, int, int, int, const int*, const Ref<Texture>&)' defined but not used [-Wunused-function]
```

Had to split `core/io/zip_io.h` into header and .cpp file without 'static' keyword.

Not fixed yet (static definition in header used in some files but not all):
```
modules/websocket/lws_helper.h:111:13: warning: 'void _lws_make_protocols(void*, int (*)(lws*, lws_callback_reasons, void*, void*, size_t), PoolVector<String>, _LWSRef**)' defined but not used [-Wunused-function]
```

Also fixed a couple other warnings missed in previous commits.
2018-09-29 22:26:12 +02:00
Rémi Verschelde
3a2ca68af3 SCons: Build thirdparty code in own env, disable warnings
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
2018-09-28 14:07:39 +02:00
Rémi Verschelde
cdc411fd54 Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], [-Wreturn-local-addr] and more
Fixes the following GCC 5 warnings:
```
core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress]
servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress]

drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith]

modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]

modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr]

editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive
modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file

editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed
modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed
scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed
scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed
```
2018-09-27 16:33:52 +02:00
cyclopsian
45ba58c123 Check for absolute paths in OBJ loader 2018-09-16 22:23:40 -04:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde
cc5ab22204
Merge pull request #21935 from goodyttoor/gltf_cubic
Fix cubic spline interpolation in glTF importer
2018-09-12 14:12:32 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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
Vivatchai Kaveeta
463ead1eb7 Fix cubic spline interpolation in glTF importer
Should solve #21001 #14636
2018-09-10 20:02:39 +07:00
Guilherme Felipe
4356af2a68 [Texture Import] Fix invert color 2018-09-02 11:35:48 -03:00
Rémi Verschelde
9eb4d4ab2d Add missing copyright headers 2018-08-29 22:41:17 +02:00
elasota
084cbdefa2 Fix BPTC and fix importing HDR images with LDR compression 2018-08-27 23:05:04 -04:00
K. S. Ernest (iFire) Lee
fa62037ff6 In the GLTF importer normalize Quaternions after every operation and when reading from the format. 2018-08-27 14:59:28 -07:00
Juan Linietsky
0565adb20f Removed fallback system and merged bptc into s3tc 2018-08-27 13:47:35 -03:00
elasota
02d3d4c2ce Fix crash when importing layered textures 2018-08-26 20:21:27 -04:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
elasota
7ad1ca525e Hide "no BPTC if RGB" and "HDR Mode" options when not using "Video RAM" import. 2018-08-22 18:31:12 -04:00
elasota
35f6ba5c5d BPTC support 2018-08-21 22:56:04 -04:00
Poommetee Ketson
ec68822cd7 Fix crash while importing corrupted wav
Line 199 does division with 'bits per sample' but the check for
0 is missing.
2018-08-21 02:06:22 +07:00
Guilherme Felipe
72104161db [Texture Importer] Add option to invert color 2018-08-17 13:55:33 -03:00
Juan Linietsky
5b70ad9d34 Respect process order for out of order skeleton bones (fixes GLTF2 import issues). 2018-08-06 22:35:09 -03:00
Juan Linietsky
00c573c255 Several fixes to GLTF2 importer 2018-08-06 18:41:37 -03:00
Juan Linietsky
edde52c8de Added proper import support for 3D and Array textures 2018-08-06 14:56:06 -03:00
Juan Linietsky
5a5614e8ad Add support for line continuations (wtf) in obj format, fixes #7974 2018-07-29 21:37:55 -03:00
Juan Linietsky
317dee95de It is now possible to import images as a separate resource, closes #5738 and likely many others 2018-07-29 16:45:23 -03:00
Rémi Verschelde
91d6fa817e
Merge pull request #15967 from Gamblify/AudioRecordingModule
Audio Recording from godot
2018-07-26 15:37:19 +02:00
Gustav Lund
cd2070c684 Audio Recording module
Implements an Audio bus effect that outputs the audio from the bus into a wav file

Now channels audio recording into an AudioStreamSample instead of saving to wav
2018-07-26 14:14:29 +02:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
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
K. S. Ernest (iFire) Lee
ac541f5d16 Bones are now named and their parents are correct. 2018-07-24 15:29:53 -07:00
Max Hilbrunner
43a2e9e669
Merge pull request #15881 from dertom95/EditorScenePostImport
EditorScenePostImport: added get_source_folder() and get_source_file(…
2018-07-05 02:27:26 +02:00
Juan Linietsky
e179bf0726 Ensure, if a texture meant for a normal map is imported and size limit exists, that it's renormalized after resize. 2018-07-03 10:56:31 -03:00
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
-Fix on scene importer, keeping changes to animation tracks was not working
2018-07-01 17:45:19 -03:00
Juan Linietsky
b3627e29f0 -Fixes to OBJ importer, option to disable optimization
-Fixes to script language, PlaceHolder can now get and check methods
2018-06-30 19:59:16 -03:00
Juan Linietsky
ad4666f8e0
Merge pull request #19193 from tagcup/quat_norm
Fixed Basis -> Quat conversions, added a few safety checks.
2018-06-25 10:58:04 -03:00
Rodolfo Ribeiro Gomes
01b01209a3 fix default glTF metallic & roughness factor values
The glTF 2.0 spec says that these pbrMetallicRoughness material
properties should be set as 1.0 by default.
In fact, KhronosGroup's official Blender Exporter does not even write
down those parameters if they are set as 1.0.

However, Godot import them as 0.0.

https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#pbrmetallicroughness

Fixes: #19613 https://github.com/godotengine/godot/issues/19613
2018-06-21 00:00:58 -03:00
Pedro J. Estébanez
4810eae03b Import morph target names from glTF
If mesh.extras.targetNames is available. Keep the former naming pattern as fallback.
2018-06-14 00:25:22 +02:00
Thomas Trocha
48e3ff0c8a EditorScenePostImport: added get_source_folder() and get_source_file() methods 2018-05-31 03:23:42 +02:00
tagcup
9d41161596 Fixed Basis -> Quat conversions, added a few safety checks.
Fixes #19027.
2018-05-27 14:15:47 -04:00
volzhs
9d5e1228ea Fix updating mesh when reimporting 2018-05-22 19:58:28 +09:00
Guilherme Felipe
35024d4e7b Add missing copyright headers 2018-05-16 14:50:44 -03:00
Yaakuro
9a50a4442d Use mimetype according to glTF spec. 2018-05-10 23:21:05 +02:00
Juan Linietsky
6244b9e2e1 Add option to renormalize mipmaps when generating them for normalmaps.
Reduces some aliasing.
2018-04-29 21:52:21 -03:00
Hugo Locurcio
1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
Juan Linietsky
b67bfa3328
Merge pull request #16297 from lpn/master
Fixed wave file importer's broken resampling.
2018-04-08 18:41:46 -03:00
Juan Linietsky
829c455a48
Merge pull request #17840 from Dimonasdf/master
Fix Collada material roughness import function
2018-04-07 16:19:11 -03:00
Pedro J. Estébanez
d8765dd103 Fix skeleton import from glTF
For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes.

Fixes #17808.
2018-04-06 22:22:59 +02:00
Dmitriy Romanov
0812468d05
Fix Collada material roughness import function 4
Made import conversion linear.
2018-04-03 22:05:13 +03:00
Dmitriy Romanov
0e844f6c91 Fix Collada material roughness import function 3
Improved readability and further tweaking of function
2018-03-31 13:44:46 +03:00
Dmitriy Romanov
3b29e85257
Fix Collada material roughness import function 2
Fix minus space.
2018-03-29 12:47:24 +03:00
Dmitriy Romanov
89f4e71679
Fix Collada material roughness import function
Fixes NaN roughness in Godot when hardness in Blender is set to more than 255.
Also corrects dependency: more hardness = more roughness (it says shininess, but it actually is hardness).
2018-03-28 18:54:33 +03:00
Pedro J. Estébanez
1f26da0ad1 Fix animation length from glTF not correctly set 2018-03-19 00:27:14 +01:00
Pedro J. Estébanez
adbe749513 Fix glTF not accepting VEC3 colors
Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.
2018-03-19 00:27:14 +01:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Florian Zwoch
1abf464b59 gltf: improve embedded data discovery
Some editors seems to use the image resource's mime type (e.g. "image/png") for data embedded uris instead of "application/octet-stream".
2018-02-21 12:18:52 +01:00
Rémi Verschelde
691d5d807c
Merge pull request #16583 from ShyRed/obj-import-scale
Add import option "scale_mesh" to obj file importer
2018-02-19 20:55:23 +01:00
George Marques
95f7879923
Fix infinite recursion with editor import plugins 2018-02-18 16:24:50 -03:00
George Marques
c68948fdfa
Expose priority and order for custom import plugins 2018-02-13 11:59:56 -02:00
ShyRed
291c1d0f45 Add import option "scale_mesh" to obj file importer
The new import option "scale_mesh" allows setting a scale that is applied to the mesh's vertices during import.
2018-02-12 11:36:40 +01:00
L. Nikko
51d0f630d9 Fixed wave file importer's broken resampling. 2018-02-02 00:12:36 +02:00
Juan Linietsky
1322ca6fb2 Ability to import .escn files, which is just a .tscn but with forced import.
This works together with the new Blender to Godot exporter.
2018-01-30 11:04:22 -03:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Rémi Verschelde
0edca99361
Merge pull request #15377 from mrcdk/wav_correct_loop
Fixed loop mode values when importing a wav file.
2018-01-08 14:52:19 +01:00
Poommetee Ketson
3c6dfbfea5 Fix imported BitMap dimension flip 2018-01-08 16:43:47 +07:00
Juan Linietsky
50b975548d Removed PBM bitmap loader, added abiliy to importi mages as bitmap. Fixes #14828 2018-01-06 16:38:36 -03:00
MrCdK
864b064def Fixed loop mode values when importing a wav file.
Importing a wav file that was exported with a custom loop type was causing it being imported with loop mode ping-pong
2018-01-05 22:29:37 +01:00
Juan Linietsky
bb2341e813 Make sure .import folder exists before importing, in case user deleted it manually. Fixes #15315 2018-01-05 17:30:29 -03:00
Juan Linietsky
380ee87e80 Fixed problem with missing uninitialized last byte on waveform trip, closes #15316 2018-01-05 16:28:08 -03:00
Juan Linietsky
a8a3d5c835 Fixes to GLTF2 importer skeleton positioning, though vertex bone indices still look broken somehow.. 2018-01-05 09:53:40 -03:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
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
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
f11a138505 Added more hacks to GLTF2 importer to support crap exporter (MakeHuman in this case), fixes #13393 2017-12-28 16:07:45 -03:00
Juan Linietsky
3de20641f5 Property install export templates when downloaded from http
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
-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
Rémi Verschelde
a845411454 Style: Re-apply clang-format over recent invalid additions 2017-12-10 01:27:02 +01:00
Rémi Verschelde
58e8da57de
Merge pull request #14479 from Web-eWorks/gltf-fixes
Fix importing GLTF meshes as external files.
2017-12-10 00:13:01 +01:00
Webster Sheets
74b68d2e71 Fix importing GLTF meshes as external files. 2017-12-09 17:40:48 -05:00
Juan Linietsky
65fb961b8b -Ability to and unwrap lightmap coordinates on import
-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
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Juan Linietsky
9738ebcda0 -Fixed height fog (was broken)
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25 12:32:41 -03:00
Juan Linietsky
66a8a07c2c Add importer option to make meshes bakeable by default. 2017-11-25 01:29:35 -03:00
Juan Linietsky
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00