1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
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Misc. typos
2018-09-13 10:59:00 +02:00
08bde5b2de
Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
cc5ab22204
Merge pull request #21935 from goodyttoor/gltf_cubic
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Fix cubic spline interpolation in glTF importer
2018-09-12 14:12:32 +02:00
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
463ead1eb7
Fix cubic spline interpolation in glTF importer
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Should solve #21001 #14636
2018-09-10 20:02:39 +07:00
4356af2a68
[Texture Import] Fix invert color
2018-09-02 11:35:48 -03:00
9eb4d4ab2d
Add missing copyright headers
2018-08-29 22:41:17 +02:00
084cbdefa2
Fix BPTC and fix importing HDR images with LDR compression
2018-08-27 23:05:04 -04:00
fa62037ff6
In the GLTF importer normalize Quaternions after every operation and when reading from the format.
2018-08-27 14:59:28 -07:00
0565adb20f
Removed fallback system and merged bptc into s3tc
2018-08-27 13:47:35 -03:00
02d3d4c2ce
Fix crash when importing layered textures
2018-08-26 20:21:27 -04:00
52466d57e9
Make some debug prints verbose-only, remove others
2018-08-24 14:59:01 +02:00
7ad1ca525e
Hide "no BPTC if RGB" and "HDR Mode" options when not using "Video RAM" import.
2018-08-22 18:31:12 -04:00
35f6ba5c5d
BPTC support
2018-08-21 22:56:04 -04:00
ec68822cd7
Fix crash while importing corrupted wav
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Line 199 does division with 'bits per sample' but the check for
0 is missing.
2018-08-21 02:06:22 +07:00
72104161db
[Texture Importer] Add option to invert color
2018-08-17 13:55:33 -03:00
5b70ad9d34
Respect process order for out of order skeleton bones (fixes GLTF2 import issues).
2018-08-06 22:35:09 -03:00
00c573c255
Several fixes to GLTF2 importer
2018-08-06 18:41:37 -03:00
edde52c8de
Added proper import support for 3D and Array textures
2018-08-06 14:56:06 -03:00
5a5614e8ad
Add support for line continuations (wtf) in obj format, fixes #7974
2018-07-29 21:37:55 -03:00
317dee95de
It is now possible to import images as a separate resource, closes #5738 and likely many others
2018-07-29 16:45:23 -03:00
91d6fa817e
Merge pull request #15967 from Gamblify/AudioRecordingModule
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Audio Recording from godot
2018-07-26 15:37:19 +02:00
cd2070c684
Audio Recording module
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Implements an Audio bus effect that outputs the audio from the bus into a wav file
Now channels audio recording into an AudioStreamSample instead of saving to wav
2018-07-26 14:14:29 +02:00
0e29f7974b
Reduce unnecessary COW on Vector by make writing explicit
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
ac541f5d16
Bones are now named and their parents are correct.
2018-07-24 15:29:53 -07:00
43a2e9e669
Merge pull request #15881 from dertom95/EditorScenePostImport
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EditorScenePostImport: added get_source_folder() and get_source_file(…
2018-07-05 02:27:26 +02:00
e179bf0726
Ensure, if a texture meant for a normal map is imported and size limit exists, that it's renormalized after resize.
2018-07-03 10:56:31 -03:00
c02d8be59d
further fixes to tag detection on importer
2018-07-02 05:54:58 -03:00
beebd0b9de
Add a condition to detect duplicates objects, so cases like object-col.323, common in blender, is still detected as collision.
2018-07-02 02:02:32 -03:00
896e250f2b
-Fix in animationplayback, sound would be cut on loop
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-Fix on scene importer, keeping changes to animation tracks was not working
2018-07-01 17:45:19 -03:00
b3627e29f0
-Fixes to OBJ importer, option to disable optimization
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-Fixes to script language, PlaceHolder can now get and check methods
2018-06-30 19:59:16 -03:00
ad4666f8e0
Merge pull request #19193 from tagcup/quat_norm
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Fixed Basis -> Quat conversions, added a few safety checks.
2018-06-25 10:58:04 -03:00
01b01209a3
fix default glTF metallic & roughness factor values
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The glTF 2.0 spec says that these pbrMetallicRoughness material
properties should be set as 1.0 by default.
In fact, KhronosGroup's official Blender Exporter does not even write
down those parameters if they are set as 1.0.
However, Godot import them as 0.0.
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#pbrmetallicroughness
Fixes : #19613 https://github.com/godotengine/godot/issues/19613
2018-06-21 00:00:58 -03:00
4810eae03b
Import morph target names from glTF
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If mesh.extras.targetNames is available. Keep the former naming pattern as fallback.
2018-06-14 00:25:22 +02:00
48e3ff0c8a
EditorScenePostImport: added get_source_folder() and get_source_file() methods
2018-05-31 03:23:42 +02:00
9d41161596
Fixed Basis -> Quat conversions, added a few safety checks.
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Fixes #19027 .
2018-05-27 14:15:47 -04:00
9d5e1228ea
Fix updating mesh when reimporting
2018-05-22 19:58:28 +09:00
35024d4e7b
Add missing copyright headers
2018-05-16 14:50:44 -03:00
9a50a4442d
Use mimetype according to glTF spec.
2018-05-10 23:21:05 +02:00
6244b9e2e1
Add option to renormalize mipmaps when generating them for normalmaps.
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Reduces some aliasing.
2018-04-29 21:52:21 -03:00
1c419531a0
Change ".." punctuation for "..." in editor strings ( #16507 )
2018-04-22 19:36:01 +02:00
b67bfa3328
Merge pull request #16297 from lpn/master
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Fixed wave file importer's broken resampling.
2018-04-08 18:41:46 -03:00
829c455a48
Merge pull request #17840 from Dimonasdf/master
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Fix Collada material roughness import function
2018-04-07 16:19:11 -03:00
d8765dd103
Fix skeleton import from glTF
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For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes.
Fixes #17808 .
2018-04-06 22:22:59 +02:00
0812468d05
Fix Collada material roughness import function 4
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Made import conversion linear.
2018-04-03 22:05:13 +03:00
0e844f6c91
Fix Collada material roughness import function 3
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Improved readability and further tweaking of function
2018-03-31 13:44:46 +03:00
3b29e85257
Fix Collada material roughness import function 2
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Fix minus space.
2018-03-29 12:47:24 +03:00
89f4e71679
Fix Collada material roughness import function
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Fixes NaN roughness in Godot when hardness in Blender is set to more than 255.
Also corrects dependency: more hardness = more roughness (it says shininess, but it actually is hardness).
2018-03-28 18:54:33 +03:00
1f26da0ad1
Fix animation length from glTF not correctly set
2018-03-19 00:27:14 +01:00
adbe749513
Fix glTF not accepting VEC3 colors
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Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.
2018-03-19 00:27:14 +01:00