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path: root/scene/resources/surface_tool.cpp
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* Added flip switch to generate_normalsChaosus2018-02-191-3/+7
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* 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!
* doc: Sync classref with current sourceRémi Verschelde2017-12-101-1/+1
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* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-3/+111
| | | | | | | | -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
* -Fixes to how collada generates tangents (use SurfaceTool), closes #9562Juan Linietsky2017-08-291-2/+13
| | | | -Fix to gridmap cell size (wrong property type)
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-10/+10
| | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-4/+4
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* -Added GLTF scene support (still missing animations and .glb extension)Juan Linietsky2017-08-021-25/+50
| | | | -Fixed bugs regarding tangent generation in SurfaceTool
* Bind some useful methods in SurfaceTool to GDScriptAndrii Doroshenko (Xrayez)2017-07-311-4/+15
| | | | | | | | | | | | | | | These include: * generate_tangents() * add_to_format() * create_from() * append_from() Reordered and grouped the bindings to match the header for improved readability. Removed commented out `generate_flat_normals()` method which wasn't present in the header. Fixes #9946
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-0/+1
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-3/+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 Verschelde2017-03-051-393/+342
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-19/+19
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+5
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-39/+39
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-19/+19
| | | | | | | | 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 Verschelde2017-01-021-12/+28
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-11/+27
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+1
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* | 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!
* SurfaceTool add_index method exposed to scripts.Saracen2016-07-221-0/+1
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* Remove "SMOOTH BEGIN?" messagevolzhs2016-07-211-2/+0
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* Fix wrong return and argument types in documentationIgnacio Etcheverry2016-05-041-1/+1
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* Add a add_triangle_fan method to SurfaceToolBojidar Marinov2016-04-181-0/+31
| | | | Closes #4298
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Fix shortcuts for OSX code completion, fixes #1111Juan Linietsky2015-01-041-2/+2
| | | | -Fixed how translation fallbacks works, fixes #1011
* ColladaJuan Linietsky2014-10-141-136/+70
| | | | | | | | | | | | -=-=-=- -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 Linietsky2014-05-141-142/+297
| | | | | | | | | | | | | -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.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+759