Commit Graph

40 Commits

Author SHA1 Message Date
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
ad6d06dc21 Add option to apply an offset to obj mesh import 2020-01-11 19:27:00 +11:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
f669ebeeaf -Properly handle missing ETC support on export
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
9c7ca687b2 Make error more explicit when OBJ/MTL files are missing
Fixes #24595.
2018-12-27 10:39:43 +01:00
45ba58c123 Check for absolute paths in OBJ loader 2018-09-16 22:23:40 -04:00
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
5a5614e8ad Add support for line continuations (wtf) in obj format, fixes #7974 2018-07-29 21:37:55 -03:00
b3627e29f0 -Fixes to OBJ importer, option to disable optimization
-Fixes to script language, PlaceHolder can now get and check methods
2018-06-30 19:59:16 -03:00
291c1d0f45 Add import option "scale_mesh" to obj file importer
The new import option "scale_mesh" allows setting a scale that is applied to the mesh's vertices during import.
2018-02-12 11:36:40 +01:00
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
209cb3830c Exposed EditorSceneImporter to script. Added APIs to use intermediate converters more easily. 2017-12-07 15:44:20 -03:00
9738ebcda0 -Fixed height fog (was broken)
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25 12:32:41 -03:00
5e56366eba Fix import obj as scene. 2017-11-19 13:51:05 -06:00
f494470005 Restored ability to import OBJ files as meshes directly. Finally closes #9445. 2017-09-29 20:38:27 -03:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
b276d92c8a Few small GI Probe fixes 2017-07-29 00:04:29 -03:00
0bc5fca4d5 OBJ Importer: Fix relative path materials. 2017-07-21 20:59:22 +02:00
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
44ecfb028d Fixed syntax inconsistency in Vector3.snap and Vector3.snapped 2017-07-03 16:29:03 -04:00
7966ebe6fa Complete changing of resource extensions
Some places were missing in e42d59f.
2017-06-16 15:42:18 -03:00
e42d59f01e Rename Godot-specific resource extensions 2017-06-15 21:35:20 -03:00
612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00
5bf810b5db -Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
3cdfac7ed2 support obj with negative indices 2017-05-02 19:43:01 +08:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00