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path: root/scene/resources/mesh.cpp
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* Fixed some warnings found with Cppcheck.Michael Alexsander Silva Dias2018-05-141-3/+1
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* CSG Support for Godot!Juan Linietsky2018-04-271-0/+5
| | | | | | | | -Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!
* Mesh: fix crash when creating mesh outline from QuadMeshPoommetee Ketson2018-04-011-0/+2
| | | | | | | | | | | | | Since create_outline can only make outline for PRIMITIVE_TRIANGLES, when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create outline, will leave `arrays` empty, and crash when it is being indexed for "indices" subarray. This PR shows error when there's only one surface and it is not TRIANGLES. Also prevent the crash if it has more than one surface and none of them are TRIANGLES (and any other cases that could leave `arrays` empty) by checking the size of `arrays` == 8 before indexing it, since the method seems to expect `arrays` to be of that size.
* Expose 'lightmap_unwrap' method to the scripting engine.Saracen2018-01-171-0/+2
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-15/+5
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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!
* Fixes how transform is applied to geometry in UV unwrapJuan Linietsky2017-12-171-3/+4
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* -Add lightmapperJuan Linietsky2017-12-141-13/+15
| | | | | | -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)
* Fix build in ArrayMeshRémi Verschelde2017-12-091-0/+4
| | | | Bug introduced in 65fb961b8b2c81ce33c9e0e4c0add7b13da0193a.
* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-1/+208
| | | | | | | | -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
* 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