summaryrefslogtreecommitdiffstats
path: root/scene/3d/mesh_instance.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-421/+0
| | | | Fixes #30736.
* Merge pull request #36640 from reduz/resource-loader-refactorRémi Verschelde2020-02-281-1/+1
|\ | | | | Removed ResourceInteractiveLoader, add built-in threaded loading.
| * Removed interactive loader, added proper thread loading.Juan Linietsky2020-02-281-1/+1
| |
* | Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-4/+2
|/ | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-1/+1
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-2/+2
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-3/+3
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Fix to category in material.Juan Linietsky2020-02-111-0/+1
|
* Several fixes to GIProbesJuan Linietsky2020-02-111-0/+1
|
* Modernized default 3D material, fixes material bugs.Juan Linietsky2020-02-111-5/+5
|
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Use an internal skin unless one is supplied by user, fixes #32766Juan Linietsky2019-12-161-3/+4
| | | | Even though this fixes the issue, the broken Skin resource in the inherited scene mesh will remain, it needs to be erased manually.
* Added skin support and simplified APIs to override bone position.Juan Linietsky2019-09-181-4/+33
|
* Add Open Asset Import Library to Godot.K. S. Ernest (iFire) Lee2019-04-051-1/+1
| | | | | | | | | | | | | | | | | | | | FBX support and MMD (pmx) support. Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX. Maya FBX Stingray PBS support. Importing FBX static meshes work. Importing FBX animations is a work in progress. Supports FBX 4 bone influence animations. Supports FBX blend shapes. MMDs do not have an associated animation import yet. Sponsored by IMVU Inc.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Expose the new gizmo plugin system to scriptingJFonS2018-12-211-0/+2
|
* Get surface material count in MeshInstance for scriptsPouleyKetchoupp2018-10-231-0/+6
|
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | 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.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Implemented Soft bodyAndreaCatania2018-07-231-0/+1
| | | | | | | - Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
* Changes to how node paths are selected from property, allowing setting a hint.Juan Linietsky2018-06-271-1/+1
|
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-2/+2
| | | | Fixes #12973.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-5/+5
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-6/+6
|
* tagents --> tangentsISylvox2017-07-261-3/+3
|
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-13/+13
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Implemented environment arrays for skybox reflection and roughness, quality ↵Juan Linietsky2017-07-041-6/+7
| | | | increase is enormous.
* Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-0/+78
|
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-0/+3
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* Properly exposed material types everywhere.Juan Linietsky2017-06-221-1/+1
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-95/+71
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-2/+2
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
|
* 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
|
* 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
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-2/+2
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|