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path: root/scene/3d/mesh_instance.cpp
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-1/+1
| | | | added a check to detect this case in the future
* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-8/+8
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* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-3/+3
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-2/+3
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-10/+10
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Changed import workflowJuan Linietsky2016-05-271-13/+74
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* remove trailing whitespaceHubert Jarosz2016-03-091-4/+4
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-2/+2
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-2/+2
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Little BitsJuan Linietsky2014-10-121-3/+14
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Add 'mesh/skeleton' property to MeshInstance to decouple mesh->skeleton from ↵marynate2014-05-131-2/+33
| | | | child parent constraint
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+218