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path: root/tools/editor/io_plugins/editor_import_collada.cpp (follow)
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* Scene import more or less working, needs some missing features.Juan Linietsky2017-02-041-2468/+0
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-0/+2
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-34/+42
| | | | | 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.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-1/+1
| | | | String.get_basename()
* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-3/+3
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-52/+52
| | | | renamed to PoolVector
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-38/+53
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * work in progress global illuminationJuan Linietsky2016-12-201-4/+13
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| * Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-11/+17
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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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| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-13/+13
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-25/+25
| | | | | | | | | | | | | | | | -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!
* | Fixed flag for importing animation and skipping value tracks.Saracen2016-11-031-44/+48
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* Removes AnimationPlayer renaming on import.Saracen2016-07-131-1/+0
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* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-071-6/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* -Added options for scene import plugin to keep materials and user-added ↵Juan Linietsky2016-06-201-0/+6
| | | | tracks to animations, please test! closes #4425
* Improved Blender/Collada shadeless->unshaded importPawel Kowal2016-06-071-0/+1
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* Improved Blender/Collada -colonly import creating collision shapes for emptiesPawel Kowal2016-06-051-0/+4
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* remove trailing whitespaceHubert Jarosz2016-03-091-4/+4
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Fix to progress dialog, speding it upJuan Linietsky2015-12-211-8/+35
| | | | | -Fix potential deadlock in stream player -Fix collada to support broken files from ColladaMaya
* merged some stuff for okamJuan Linietsky2015-09-031-118/+127
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* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-04-241-0/+1
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| * fix to collada import crashJuan Linietsky2015-04-231-0/+1
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* | local changesJuan Linietsky2015-04-241-1/+1
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* Changed collada importer to properly handle ALL blend shape arrays, fixes ↵Juan Linietsky2015-04-221-14/+67
| | | | problems with animated normals, uvs, etc.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Merge branch 'master' of https://github.com/not-surt/godot into snapping2Carl Olsson2015-03-231-2/+2
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| * fixes to new window management APIJuan Linietsky2015-03-221-2/+2
| | | | | | | | | | | | -needs testing on Linux -needs testing on Windows -NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
* | Add iostream include to collada plugin and change to light occluder to use ↵Carl Olsson2015-03-231-0/+1
|/ | | | canvas item snap function.
* Merge pull request #1433 from cheece/patch-1Juan Linietsky2015-03-221-1/+53
|\ | | | | COLLADA load morph target normals
| * COLLADA load normals from morph targetcheece2015-02-241-1/+53
| | | | | | if the file has normals use them!
* | merges from okam repoJuan Linietsky2015-03-031-4/+7
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* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-12/+54
| | | | | -Fixes to animationplayer -fixes to collada importer
* 3D Import Import & UDPJuan Linietsky2014-11-121-6/+7
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* Bug FixesJuan Linietsky2014-11-021-5/+7
| | | | | | | | | | | | | | | | -=-=-=-=- -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)
* FixesJuan Linietsky2014-10-141-11/+10
| | | | | | | | | -=-=- -Fixed normalmap depth parameter -Fixes to DirAccess on Windows -Double click on resource dock will open them -Fixes to doc generator (should make github wiki on class list more up to date)
* ColladaJuan Linietsky2014-10-141-1/+3
| | | | | | | | | | | | -=-=-=- -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
* -Rasterizer supports meshes with both skeletons and blend shapesJuan Linietsky2014-10-091-0/+11
| | | | -Collada exporter supports Blend Shapes (even on actions via set driven keys)
* Huge Amount of BugFixJuan Linietsky2014-10-031-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* 3D Physics and Other StuffJuan Linietsky2014-09-021-1/+8
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* Small Issues & MaintenanceJuan Linietsky2014-08-011-37/+39
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* Missing name on collada-imported materialsJuan Linietsky2014-06-281-0/+7
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* Misc FixesJuan Linietsky2014-06-271-4/+4
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* Light Baker!Juan Linietsky2014-06-111-0/+1
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* Lots of 3D improvements:Juan Linietsky2014-05-041-8/+17
| | | | | | | | | | | | | -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.
* -fixed bug importing skeletonsJuan Linietsky2014-02-231-0/+1
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