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path: root/editor/import/resource_importer_scene.cpp (follow)
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* Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-4/+4
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* Ability to import .escn files, which is just a .tscn but with forced import.Juan Linietsky2018-01-301-0/+23
| | | | This works together with the new Blender to Godot exporter.
* 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!
* Property install export templates when downloaded from httpJuan Linietsky2017-12-171-0/+6
| | | | added a scale parameter for scene import
* Fixes how transform is applied to geometry in UV unwrapJuan Linietsky2017-12-171-6/+6
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* Cleanup some #if 0'd codeRémi Verschelde2017-12-171-120/+0
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* -Add lightmapperJuan Linietsky2017-12-141-2/+2
| | | | | | -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)
* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-59/+114
| | | | | | | | -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
* Exposed EditorSceneImporter to script. Added APIs to use intermediate ↵Juan Linietsky2017-12-071-0/+152
| | | | converters more easily.
* ability to keep user tracks when importing animations, closes #12801Juan Linietsky2017-12-071-3/+27
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* -Fixed height fog (was broken)Juan Linietsky2017-11-251-1/+4
| | | | -Make sure materials are named in OBJ importer, so they can be saved outside as resources.
* Add importer option to make meshes bakeable by default.Juan Linietsky2017-11-251-3/+10
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* Merge pull request #12717 from NathanWarden/material_import_fixRémi Verschelde2017-11-201-7/+13
|\ | | | | Fixed a bug where materials and/or meshes weren't assigned to scene on first import.
| * Fixed a bug where materials weren't assigned to scene on first import.Nathan Warden2017-11-071-7/+13
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* | Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | | | | | Fixes #12973.
* | Added 'convcol' flag for importing meshes as convex collision and completed codeSaracen2017-11-161-19/+68
|/ | | | for parsing collision flags to mesh data.
* Restores functionality of the use_compression flag in the Collada importer.Saracen2017-11-011-0/+3
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* Correct spelling SEPERATE -> SEPARATE to fix buildLeon Krause2017-09-211-3/+3
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* Fix import order, so scenes are imported after textures.Juan Linietsky2017-09-201-5/+5
| | | | Also fix bugs when meshes are always generated.
* Fixed Typo: 'Seperate' to 'Separate'Indah Sylvia2017-09-191-7/+7
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* Merge pull request #11066 from SaracenOne/animation_external_resourcesHein-Pieter van Braam2017-09-121-7/+38
|\ | | | | Allow animations to be saved to external files during scene import.
| * Allow animations to be saved to external files during scene import.SaracenOne2017-09-111-7/+38
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* | Merge pull request #11026 from hpvb/fix-assign-in-ifRémi Verschelde2017-09-121-2/+2
|\ \ | | | | | | Remove assignment and declarations in if statements
| * | Remove assignment and declarations in if statementsHein-Pieter van Braam2017-09-081-2/+2
| |/ | | | | | | | | | | After discussing with @reduz and @akien-mga it was decided that we do not allow assignments or declarations in if statements. This PR removes the instances of this I could find by automated means.
* / Fix various assorted warningsHein-Pieter van Braam2017-09-081-1/+1
|/ | | | | Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp.
* Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky2017-08-311-1/+2
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* Changed defaults, as it seems to be obviousy better to keep materials ↵Juan Linietsky2017-08-291-2/+2
| | | | outside by default..
* Dead code tells no talesRémi Verschelde2017-08-271-171/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-2/+2
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-53/+49
| | | | | | | | | | | | 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/
* Remove an assignment to selfHein-Pieter van Braam2017-08-231-1/+0
| | | | | This line does a = a and has a FIXME line. It seems that reduz can't think of a reason for it either, so here it goes.
* Make sure local to scene resources are initialized after loading all nodes, ↵Juan Linietsky2017-08-181-6/+10
| | | | fixes #9438
* Several improvements and fixes to import system. Might fix many issues ↵Juan Linietsky2017-08-171-3/+3
| | | | opened, but have to check in detail..
* ResourceImporterScene: fix 'bult' typoPoommetee Ketson2017-08-081-1/+1
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* small grammar fixJuan Linietsky2017-07-231-3/+3
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* -Ability to set default import presets for typeJuan Linietsky2017-07-231-19/+88
| | | | | | -More presets for scene importer -Option in scene importer to export root nodes as separate scenes -Fixed MeshInstance preview
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-6/+3
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg2017-07-031-1/+1
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* Complete changing of resource extensionsGeorge Marques2017-06-161-3/+3
| | | | Some places were missing in e42d59f.
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-13/+13
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* 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 Linietsky2017-04-061-16/+18
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-419/+345
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+1328
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.