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* Merge pull request #59393 from techiepriyansh/move-gltf-export-under-scene-menuRémi Verschelde2022-04-271-3/+6
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| * move gltf export under scene menuPriyansh Rathi2022-04-121-3/+6
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* | Discard images from gltf import for the animation library.K. S. Ernest (iFire) Lee2022-04-233-30/+50
| | | | | | | | This is an optimization.
* | Merge pull request #60177 from reduz/animation-library-importRémi Verschelde2022-04-137-28/+14
|\ \ | | | | | | Import scenes as AnimationLibrary
| * | Import scenes as AnimationLibraryreduz2022-04-137-28/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Added the ability to import scenes as AnimationLibrary * Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296 * Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes. * Helps if you simply want to have animations using a dummy model, which can be shared across multiple models. Creates a secondary scene importer used only for animations. **NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
* | | Color: Rename `to_srgb`/`to_linear` to include base color spaceRémi Verschelde2022-04-131-9/+9
|/ / | | | | | | | | This helps reduce confusion around sRGB <> Linear conversions by making both input and output color spaces explicit.
* | Merge pull request #59980 from reduz/animation-librariesRémi Verschelde2022-04-111-1/+8
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| * | Implement Animation Librariesreduz2022-04-111-1/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Instead of containing single animations, AnimationPlayer now contains libraries. * Libraries, in turn, contain the animations. This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models. Missing (will be done on separate PRs): * Make it possible to import scenes (dae/fbx/gltf) as animation libraries. * Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
* | | Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-113-27/+22
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* / Fix path handling in FBX and Blend importersRémi Verschelde2022-04-072-6/+10
|/ | | | Fixes #59996.
* Initialize pointer variables to fix random crash on startup.Marc Gilleron2022-04-031-5/+5
| | | | | `configure_blender_dialog` is lazily created if equal to null, however nothing really sets it to null.
* Merge pull request #59764 from reduz/blender-import-autodetectRémi Verschelde2022-04-014-18/+356
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| * Add Blender install autodetection and configuration.reduz2022-04-014-18/+356
| | | | | | | | | | | | | | | | | | | | | | | | | | This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
* | Merge pull request #59755 from V-Sekai/import-gltf-mat-placeholderRémi Verschelde2022-04-012-0/+16
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| * | Add support for Blend importing of material placeholders.K. S. Ernest (iFire) Lee2022-03-312-0/+16
| |/ | | | | Couldn't get the 'NONE' option to work.
* / Allow importing punctual lights from Blend.K. S. Ernest (iFire) Lee2022-03-311-1/+1
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* Add fbx2gltf support for importing .fbx filesK. S. Ernest (iFire) Lee2022-03-309-29/+235
| | | | | | | | | | Lets you drag or place .fbx files in the project folder and it will import the files. An editor setting sets the location of the fbx2gltf binary. Enables .fbx and .blend by default. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Add support for importing .blend filesK. S. Ernest (iFire) Lee2022-03-2911-47/+445
| | | | | | | | | | Lets you drag or place .blend files in the project folder and it will import the files. Checks for Blender 3.0's gltf2 `export_keep_originals` option. Add basepath support to GLTFDocument append_from_file. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Remove last editor code dependencies in template buildRémi Verschelde2022-03-282-8/+9
| | | | | | SConstruct change also makes it possible to outright delete the `editor` folder in a `tools=no` build, which we use in CI to ensure no invalid cross-dependencies are added.
* Modules: Don't build editor-specific classes in templatesRémi Verschelde2022-03-286-19/+29
| | | | | They're moved to an `editor` subfolder so that we can easily handle them separately.
* Add GLTF, DAE and FBX importers enforcement for blend shape mask arrayAdam Scott2022-03-241-0/+7
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* glTF export for new TYPE_BLEND_SHAPE tracksLyuma2022-03-031-2/+2
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* Fix GLTF exporter crash when using GridMapHaoyu Qiu2022-02-201-37/+44
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* Default material is assigned to meshes without material for glTF exportFazil Babu2022-02-161-0/+3
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* Merge pull request #35679 from Calinou/doc-add-xml-schemaRémi Verschelde2022-02-1515-15/+15
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| * Add an XML schema for documentationHugo Locurcio2022-02-1515-15/+15
| | | | | | | | | | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* | Remove the EditorNode parameter from EditorPlugins create methodstrollodel2022-02-142-2/+2
| | | | | | | | Remove EditorNode usage from the Navigation editor plugin.
* | Remove most EditorNode constructor parameters and fieldstrollodel2022-02-142-9/+7
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* Merge pull request #57641 from Geometror/compilation-time-improvements-1Rémi Verschelde2022-02-122-1/+2
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| * Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-122-1/+2
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* | CSG Meshes can be exported as glTFFazil Babu2022-02-111-5/+22
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* Fix typos with codespellRémi Verschelde2022-02-101-3/+3
| | | | | | | Using codespell 2.2-dev from current git. Added `misc/scripts/codespell.sh` to make it easier to run it once in a while and update the skip and ignore lists.
* Core: Move generated `VERSION_HASH` to a `.cpp` fileRémi Verschelde2022-02-091-3/+2
| | | | | This lets us have its definition in `core/version.h` and avoid rebuilding a handful of files every time the commit hash changes.
* [Net] New replication interface, spawner and synchronizer nodes.Fabio Alessandrelli2022-02-041-0/+1
| | | | | | | | | | | | | | | | | | Initial implementation of the MultiplayerReplicationInterface and its default implementation (SceneReplicationInterface). New MultiplayerSpawner node helps dealing with instantiation of scenes on remote peers (e.g. clients). It supports both custom spawns via a `_spawn_custom` virtual function, and optional auto-spawn of known scenes via a TypedArray<PackedScenes> property. New MultiplayerSynchornizer helps synchronizing states between the local and remote peers, supports both sync and spawn properties and is configured via a `SceneReplicationConfig` resource. It can also sync via path (i.e. without being spawned by a MultiplayerSpawner if both peers has it in tree, but will not send the spawn state in that case, only the sync one.
* String: Add contains().Anilforextra2022-02-041-18/+18
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* Issue 57130 Fix GLTFDocument.generate_scene if state is nullPaweł Fertyk2022-01-251-0/+1
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* Skip Draco-compressed glTF 3d format files.K. S. Ernest (iFire) Lee2022-01-082-17/+35
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* Fix some more wrong node nameskobewi2022-01-071-1/+1
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* Merge pull request #56479 from V-Sekai/import-optionsRémi Verschelde2022-01-052-4/+4
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| * options dict is now passed to _import_scene.K. S. Ernest (iFire) Lee2022-01-052-4/+4
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* | Merge pull request #56380 from RedMser/export_gltf_normal_crashRémi Verschelde2022-01-051-20/+23
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| * | Fix glTF scene export crash on null normal textureRedMser2021-12-311-20/+23
| | | | | | | | | | | | | | | | | | | | | Also removes a redundant get_texture call directly below the modified code block. Fixes #56379
* | | Merge pull request #56290 from nikitalita/fix-gltf-mesh-primsRémi Verschelde2022-01-051-7/+9
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| * | | FIX GLTF Document mesh primitive conversionsnikitalita2021-12-271-7/+9
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* | | Merge pull request #52541 from V-Sekai/gltf-load-scene-bufferK. S. Ernest (iFire) Lee2022-01-045-308/+377
|\ \ \ | |_|/ |/| | Add gltf import buffer.
| * | Add import glb from bufferK. S. Ernest (iFire) Lee2022-01-045-308/+377
| |/ | | | | | | | | | | | | Split functions from gltf document import and export into six functions. Use base path to allow two code paths based on an empty base path or a full base path. Add uri decode in _parse_buffers.
* / Update copyright statements to 2022Rémi Verschelde2022-01-0336-72/+72
|/ | | | Happy new year to the wonderful Godot community!
* Misc build system fixesAaron Franke2021-12-101-1/+1
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* Add a double-precision editor build to CIAaron Franke2021-12-093-14/+14
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* Remove or make verbose some debugging printsHugo Locurcio2021-12-051-1/+1
| | | | | | The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code).