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path: root/editor/import/resource_importer_scene.h (follow)
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* Ability to import .escn files, which is just a .tscn but with forced import.Juan Linietsky2018-01-301-0/+10
| | | | 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!
* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-7/+8
| | | | | | | | -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 Linietsky2017-12-071-4/+15
| | | | converters more easily.
* ability to keep user tracks when importing animations, closes #12801Juan Linietsky2017-12-071-1/+1
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* Add importer option to make meshes bakeable by default.Juan Linietsky2017-11-251-1/+7
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* Restores functionality of the use_compression flag in the Collada importer.Saracen2017-11-011-1/+2
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* Fix import order, so scenes are imported after textures.Juan Linietsky2017-09-201-0/+2
| | | | Also fix bugs when meshes are always generated.
* Fixed Typo: 'Seperate' to 'Separate'Indah Sylvia2017-09-191-3/+3
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* Renamed function arguments to keep them consistent between declaration and ↵Wilson E. Alvarez2017-09-141-1/+1
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* Allow animations to be saved to external files during scene import.SaracenOne2017-09-111-1/+8
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* Changed defaults, as it seems to be obviousy better to keep materials ↵Juan Linietsky2017-08-291-1/+1
| | | | outside by default..
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Ability to set default import presets for typeJuan Linietsky2017-07-231-1/+12
| | | | | | -More presets for scene importer -Option in scene importer to export root nodes as separate scenes -Fixed MeshInstance preview
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-2/+3
| | | | -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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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-37/+32
| | | | | | | | | | | | | | | | | | | | | | | | 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/+93
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.