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path: root/editor/import/editor_import_collada.cpp
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* Fixed Basis -> Quat conversions, added a few safety checks.tagcup2018-05-271-4/+2
| | | | Fixes #19027.
* Fix updating mesh when reimportingvolzhs2018-05-221-1/+1
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* Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-1/+1
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* Fix Collada material roughness import function 4Dmitriy Romanov2018-04-031-1/+1
| | | Made import conversion linear.
* Fix Collada material roughness import function 3Dmitriy Romanov2018-03-311-1/+1
| | | | Improved readability and further tweaking of function
* Fix Collada material roughness import function 2Dmitriy Romanov2018-03-291-1/+1
| | | Fix minus space.
* Fix Collada material roughness import functionDmitriy Romanov2018-03-281-1/+1
| | | | 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).
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-2/+2
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Style: Re-apply clang-format over recent invalid additionsRémi Verschelde2017-12-101-1/+1
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* Exposed EditorSceneImporter to script. Added APIs to use intermediate ↵Juan Linietsky2017-12-071-1/+1
| | | | converters more easily.
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+0
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* Restores functionality of the use_compression flag in the Collada importer.Saracen2017-11-011-12/+12
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* Cleanup unnecessary debug printsRémi Verschelde2017-10-211-18/+1
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* Fix import order, so scenes are imported after textures.Juan Linietsky2017-09-201-0/+15
| | | | Also fix bugs when meshes are always generated.
* -Fixes to how collada generates tangents (use SurfaceTool), closes #9562Juan Linietsky2017-08-291-202/+48
| | | | -Fix to gridmap cell size (wrong property type)
* Dead code tells no talesRémi Verschelde2017-08-271-166/+4
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-7/+7
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-4/+1
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* Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde2017-08-161-17/+17
|\ | | | | Updated function argument names
| * Updated function argument namesWilson E. Alvarez2017-08-121-17/+17
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* | Converting to MeshLibrary works again, fixes #8092Juan Linietsky2017-08-151-1/+1
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* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-2/+2
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky2017-07-051-4/+2
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* Merge pull request #9457 from TwistedTwigleg/Fixed_Vector3_snapRémi Verschelde2017-07-031-3/+3
|\ | | | | Fixed syntax inconsistency in Vector3.snap and Vector3.snapped
| * Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg2017-07-031-3/+3
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* | Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-0/+8
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* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-8/+8
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-5/+6
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* Rename project file to "project.godot"Rémi Verschelde2017-05-011-1/+1
| | | | | | | | | | | | | | Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-17/+17
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-2/+2
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-814/+632
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+2508
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.