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path: root/scene/resources/mesh.cpp (follow)
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* Fixed mesh importing when multiple materials are presentDaniel J. Ramirez2017-11-171-4/+6
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-12/+12
| | | | Fixes #12973.
* Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky2017-11-141-0/+7
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* Update meshes when reimporting,Daniel J. Ramirez2017-11-121-3/+10
| | | | Save scene preview even when not doing save and play.
* Fix enums bindingsMaxim Sheronov2017-09-131-0/+40
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Script access to formatted arrays and blend_arrays in meshes.SaracenOne2017-09-111-1/+3
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Bind missing ArrayMesh.ARRAY_MAXMarc Gilleron2017-08-271-0/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-25/+25
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-6/+6
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* -Ability to set default import presets for typeJuan Linietsky2017-07-231-1/+1
| | | | | | -More presets for scene importer -Option in scene importer to export root nodes as separate scenes -Fixed MeshInstance preview
* Moved binds of PRIMITIVE_* contants from ArrayMesh to MeshRalph Minderhoud2017-07-141-8/+11
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* Properly exposed material types everywhere.Juan Linietsky2017-06-221-2/+9
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* Godot 3.0 primitives as resources for use with MeshInstanceBastiaanOlij2017-06-161-69/+0
| | | | | | | | | | | | | Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Removes the old Quad and TestCube nodes
* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-2/+2
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* -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-0/+1
| | | | -Restored resource previews!
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-461/+471
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* GDScript bindings for various missing Mesh functions.Ferenc Arn2017-05-181-0/+5
| | | | Fixes #8041.
* Revert " 3.0 recompute_aabb on add_surface"Ramesh Ravone2017-04-261-2/+0
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* 3.0 recompute_aabb on add_surfaceRamesh Ravone2017-04-261-0/+2
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* 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 Linietsky2017-04-061-0/+74
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-387/+317
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-2/+2
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-21/+21
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-2/+2
| | | | This saves typing and is a step towards fixing #56
* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-50/+50
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* Type renames:Juan Linietsky2017-01-111-13/+13
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-53/+53
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-23/+23
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-39/+97
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz2016-12-241-2/+4
| | | | | | | | are no longer valid :(
| * Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-3/+3
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-10/+92
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-32/+6
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-2/+2
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Remove found dead codePedro J. Estébanez2016-06-071-6/+0
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* Changed import workflowJuan Linietsky2016-05-271-1/+4
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* remove trailing whitespaceHubert Jarosz2016-03-091-32/+32
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-1/+1
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-5/+5
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Bug FixesJuan Linietsky2014-11-021-0/+219
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* ColladaJuan Linietsky2014-10-141-0/+27
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* A bit of everything:Juan Linietsky2014-05-141-7/+22
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* Lots of 3D improvements:Juan Linietsky2014-05-041-0/+28
| | | | | | | | | | | | | -Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+753