Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Move 3D-only resources to their own folder | Aaron Franke | 2024-02-26 | 1 | -1/+1 |
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* | Add layer, shadow and visibility range options to Scene Importer. | Hannah Crawford | 2023-06-28 | 1 | -0/+29 |
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* | One Copyright Update to rule them all | Rémi Verschelde | 2023-01-05 | 1 | -29/+29 |
| | | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". | ||||
* | Code quality: Fix header guards consistency | Rémi Verschelde | 2022-07-25 | 1 | -3/+4 |
| | | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | ||||
* | Update copyright statements to 2022 | Rémi Verschelde | 2022-01-03 | 1 | -2/+2 |
| | | | | Happy new year to the wonderful Godot community! | ||||
* | GLTF for game templates. | K. S. Ernest (iFire) Lee | 2021-10-03 | 1 | -0/+64 |
Convert GLTF Document to use ImporterMeshInstance3D. Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d. Use GLTF module when the editor tools are disabled. Modified the render server to be less restrictive on matching blend arrays and have more logging. Misc bugs with multimesh. Always index the meshes. |