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path: root/tools/export/blender25/io_scene_dae/__init__.py (follow)
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* Remove Better Collada Exporter, now in its own repoRémi Verschelde2016-07-101-192/+0
| | | | See https://github.com/godotengine/collada-exporter for the new upstream location.
* Flake8 compliance (except for unused variables)Nobody Really2016-07-091-16/+17
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* Comma fixNobody Really2016-07-091-1/+1
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* Whitespace fixNobody Really2016-07-091-65/+63
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* Remove trailing spacesRémi Verschelde2016-04-021-1/+1
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* Remove of use_exclude_ctrl_bones optionSergey Lapin2015-09-181-5/+0
| | | | | | | | | | | | use_exclude_ctrl_bones option is not implemented. This option is supposed to filter-out unneeded skeleton bones. This option was never implemented (in repository) and confuses users that feature exists. This commit removes this option as this option implementation is not happenning any time soon and claim it exists confuses users into thinking the feature is supported. Closes #2476
* disable apply modifiers by default in export flagJuan Linietsky2015-04-221-1/+1
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* ColladaJuan Linietsky2014-10-141-0/+13
| | | | | | | | | | | | -=-=-=- -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
* -compatibility fixes, Better Collada is ready for PRIME TIME!Juan Linietsky2014-10-091-5/+1
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* -Rasterizer supports meshes with both skeletons and blend shapesJuan Linietsky2014-10-091-4/+4
| | | | -Collada exporter supports Blend Shapes (even on actions via set driven keys)
* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* Added option to enable and disable export of shape keysSergey Lapin2014-09-171-0/+4
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+180