Alex Bustin
8a024ca294
Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF importers
2020-05-28 15:28:47 -07:00
Hugo Locurcio
6692681618
Tweak the error message displayd when a post-import script fails
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See #38662 .
(cherry picked from commit 0d7b627936
)
2020-05-13 16:12:03 +02:00
Rémi Verschelde
5f5ef98832
glTF: Fix tangent generation for non-blend shapes
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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 .
(cherry picked from commit 0034c88c57
)
2020-05-01 10:56:58 +02:00
Maurizio Petrarota
53b4689979
Fixed TextureAtlas import.
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(cherry picked from commit 744c1fafff
)
2020-03-04 12:40:14 +01:00
Juan Linietsky
03c8e12d54
Add support for named binds in Skin.
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Helps better reutilization of skeletons from Maya exported files.
(cherry picked from commit 9a34f39d32
)
2020-03-04 12:40:14 +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
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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
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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
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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
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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
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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.
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- 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
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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
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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
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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
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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
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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
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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
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- 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
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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.
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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'
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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/'
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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
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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