Commit graph

24555 commits

Author SHA1 Message Date
bruvzg
1c8d3ab94f
Fix graphic tablet input coordinates on Windows. 2019-11-07 14:12:15 +02:00
Rémi Verschelde
121fb46ab9 Clarify that String.insert returns a copy
Supersedes and closes #32620.
2019-11-07 13:12:06 +01:00
Rémi Verschelde
bcb6a99154
Merge pull request #32527 from OsamaElHariri/fix_locale_filter
Fix locale filter in project settings editor
2019-11-07 13:06:17 +01:00
Anthony Rey
e4b97b4614 [Doc] Added more details for set_drag_preview() 2019-11-07 12:43:04 +01:00
Rémi Verschelde
ed373a60b1
Merge pull request #30556 from kawa-yoiko/astar-directed
Improve support for directed graphs in A*; docs update included
2019-11-07 12:33:27 +01:00
Rémi Verschelde
c663d65ffc New contributors added to AUTHORS:
@DavidSichma, @ptrojahn

New Platinum sponsor, added to splash screen:
Interblock

New Gold sponsor:
Image Campus
2019-11-07 10:22:04 +01:00
Rémi Verschelde
706552404c
Merge pull request #33362 from qarmin/regression_control
Fix dragging spinner without control key
2019-11-06 22:34:27 +01:00
Rémi Verschelde
99beb9afe6
Merge pull request #33380 from SaracenOne/localise_path_fix
Fix localise_path method
2019-11-06 22:33:13 +01:00
Rémi Verschelde
74c4543c4b
Merge pull request #33387 from nekomatata/faster-create-dialog-filter
Node create dialog filtering optimization
2019-11-06 22:24:46 +01:00
Rémi Verschelde
71777ee908
Merge pull request #33402 from YeldhamDev/about_text_reset_position
Make text in the "About" dialog reset its position when changed
2019-11-06 22:24:23 +01:00
Rémi Verschelde
e62aa53b94
Merge pull request #33403 from codecustard/fix_itemlist_maxcolumn_update
Fixes ItemList max column update
2019-11-06 22:23:54 +01:00
codecustard
71e79af1f1 Fixes ItemList max column update
When setting the max column of an ItemList, the layout does not update until it is resized.
2019-11-06 12:26:51 -08:00
Michael Alexsander
64da703c6f Make text in the "About" dialog reset its position when changed 2019-11-06 17:20:37 -03:00
PouleyKetchoupp
fb9ff92c29 Node create dialog filtering optimization
Avoid loading the same scripts again and parse them when updating the node type tree.
2019-11-06 17:21:14 +01:00
Rémi Verschelde
500863859c
Merge pull request #33382 from madmiraal/update-error_macros
Remove implicit dependency on String from error_macros.h.
2019-11-06 12:58:30 +01:00
Rémi Verschelde
b30e6496bd
Merge pull request #33347 from RevoluPowered/demo/assimp-importer-fbx
FBX Skinning and batch of fixes
2019-11-06 12:55:45 +01:00
Marcel Admiraal
24469d9ce4 Remove implicit dependency on String from error_macros.h. 2019-11-06 10:29:53 +01:00
Saracen
1342551664 Fix localise_path method so that uncached scripts don't sometimes get loaded with two backslashes 2019-11-06 03:32:02 +00:00
RevoluPowered
5fb160c7c6 Updated assimp to 308db73 from https://github.com/assimp/assimp/ 2019-11-05 20:38:26 +00:00
RevoluPowered
0bd877780f FBX Importer Generation 3
Basic skin support

Various fixes

- Fixes bind mount id and mesh index
- Fixed duplicate nodes being created
- Prevented leak when instances being freed during re-import.
- Improved camera and light transform import
- skeleton handling and technical debt removal
- ASSIMP: bone nodes were unlinked from bones by this code
- bone_add working can distinguish between armatutes
- Updated transform to be the correct offset
- Added safety for state.root node errors
- Fixed memory leak with leaf bones
- Implemented children re-parenting for mesh template
- import_animation fixes to basic skeleton data
- Adds some more debug messages
- Fixed Godot import segfault
- Fix build failing on mono
- Clear resources we use which are no longer required after import
- Fixed bone duplication issue
- Working skeleton_bone_map which can lookup armatures properly now.
- Fixed stack being used up when mesh swapped & Fixed bone ID

Additional notes:
We use a mesh template which is a fake node to instance the initial
mesh nodes . This is to ensure the entire tree can be built.

We replace mesh node templates with the real mesh after the
skeleton is available, since this makes it ensure that the fully
built skeleton exists with all bones, all nodes, etc.

The bone stack is a stack which pops when it finds bones,
this overcomes duplicate bones with the same names.

FBX has lots of these because animation armature has bone names like bone001
and another armature will also have bone001
Fixed errors in node path assignment

Simple explanation:
- Every mesh uses a node from the stack
- Node stack was empties before completed
- Every time node not found, stack must be rebuilt to maintain correct armature order :)

Additional fixes:
- Fixes destructor in assimp
- Implements aiNode* mArmature in bone data
- Implements aiNode* mParent in bone data
- Fixes parent ID on bones.

Implemented skeleton assignment in generate_mesh_indicies

This is the only place we can safely do a lookup for the skeleton for the mesh.h
I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function.

Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification.

Fixed import_animation spawning tracks per skin
2019-11-05 17:54:57 +00:00
Rémi Verschelde
245c99175c
Merge pull request #33361 from codecustard/master
Fixes improper undo state for pivot setting
2019-11-05 15:54:53 +01:00
Rafał Mikrut
9fd416abce Fix dragging spinner without control 2019-11-05 15:53:19 +01:00
codecustard
f643786b96 Fixes improper undo state for pivot setting
After setting the pivot of a node, if you undo.... it will not revert the pivot to the previous state.
2019-11-05 05:59:03 -08:00
Rémi Verschelde
341f37aaed
Merge pull request #33153 from raphael10241024/fix_occluder
fix occluders positions error under canvas_layer
2019-11-05 14:41:28 +01:00
Rémi Verschelde
077b5f6c2c Bump version to 3.2-beta
Release freeze is now active, only major bug fixes will be considered.
2019-11-05 13:22:05 +01:00
Rémi Verschelde
2cf7f533ee
Merge pull request #33154 from ealataur/master
fix crash on iOS 13
2019-11-05 12:10:32 +01:00
Max
29bde8cd74 Fix crash on exit or resume on iOS 13
Fixes #7966.
2019-11-05 10:28:42 +01:00
Silvano Cerza
469acbfd0c Folders in FileSystem are not expanded on project save anymore
If an item was selected in the FileSystem dock and its parent
was collapsed the folder would be expanded when saving the project.
2019-11-04 20:23:46 +01:00
Holger Dammertz
418b035dda fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde
dc114fa2ef
Merge pull request #33335 from Calinou/input-map-editor-fix-key-names
Fix key names being wrongly capitalized in the input map editor
2019-11-04 17:24:16 +01:00
Yuri Roubinsky
213ecd65cd
Merge pull request #33341 from Chaosus/vs_fix_samplers
Fix invalid casting on visual shader sampler
2019-11-04 19:08:43 +03:00
Rémi Verschelde
6dca64140c
Merge pull request #33330 from nekomatata/fix-label-autowrap-size
Fixed cases where labels with autowrap can overflow the editor ui
2019-11-04 16:57:53 +01:00
Yuri Roubinsky
f5ffc1aedc Fix invalid casting on visual shader sampler 2019-11-04 18:50:33 +03:00
Tomasz Chabora
4ed2abb0bf Another scene tree dock menu cleanup 2019-11-04 16:45:16 +01:00
Hugo Locurcio
b14e391792
Fix key names being wrongly capitalized in the input map editor
This also fixes the prompt in the editor shortcuts dialog
while removing duplicated code.

This closes #33305.
2019-11-04 15:23:28 +01:00
Rémi Verschelde
410373dce7
Merge pull request #33333 from Calinou/remove-unused-project-setting
Remove unused `editor/active` project setting
2019-11-04 15:21:06 +01:00
Hugo Locurcio
8ca0f1a71c
Remove unused editor/active project setting
This closes #33322.
2019-11-04 14:35:46 +01:00
Rémi Verschelde
86da206b84
Merge pull request #33331 from KoBeWi/just_keep_panning
Allow zooming while panning
2019-11-04 12:48:14 +01:00
Tomasz Chabora
e3cfb006a0 Allow zooming while panning 2019-11-04 12:33:24 +01:00
Rémi Verschelde
83409bac0e
Merge pull request #33282 from Chaosus/vs_texture_inputs
Added sampler inputs for visual shaders
2019-11-04 11:32:04 +01:00
PouleyKetchoupp
13c88878c4 Fixed cases where labels with autowrap can overflow the editor ui
Fixes #33155
2019-11-04 10:12:36 +01:00
Rémi Verschelde
76aa975460
Merge pull request #33266 from Xrayez/inst2dict-original-path
Use GDScript resource path over script path for `inst2dict`
2019-11-04 08:59:30 +01:00
Rémi Verschelde
5dac35a300
Merge pull request #33280 from Chaosus/remove_unsupported_shader_types
Prevents usage of unsupported texture shader types in GLES2
2019-11-03 18:47:47 +01:00
Rémi Verschelde
68dc6c6c62
Merge pull request #33254 from SneakyFish5/update-zstd
Update zstd to 1.4.3
2019-11-03 18:07:34 +01:00
unknown
61ad365fc9 Update zstd to 1.4.3 2019-11-03 10:37:48 -06:00
Rémi Verschelde
e684df08fc
Merge pull request #33286 from groud/fix_tree_edit_rect
Fixes the edit rect in TreeItems
2019-11-03 17:35:01 +01:00
Gilles Roudiere
8eb2eeae0f Fixes the edit rect in TreeItems 2019-11-03 16:08:07 +01:00
Yuri Roubinsky
8243afb0e9 Added sampler inputs for visual shaders 2019-11-03 17:59:15 +03:00
Yuri Roubinsky
5e44b5be81 Prevents usage of unsupported texture shader types in GLES2 2019-11-03 13:41:15 +03:00
Rémi Verschelde
c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00