Commit graph

17 commits

Author SHA1 Message Date
Rémi Verschelde 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
Marios Staikopoulos 77e223ff94 GLTF: Fixed some issues with skin groups joining incorrectly and removed unused code
- Skin groups now merge more cleanly together
- Skins whose highest nodes are siblings of another skin now get merged also
- Skin nodes who have children of another skin now also fuse together
- Removed the re-rooting of IBM code, as it is no longer needed with the Skin system
2019-09-22 17:45:36 -07:00
Marios Staikopoulos 72d2468d68 More GLTF Fixes
1: Depth draw mode set for transparent materials (iFire)
2: Skeletons
  - Bone names now unique and seperate from scene names
  - Due to mixture of fake joints and joints, new bone sanitizing for names added
  - Fixed an issue where some disjoint skins were not being joined due to a logic error
  - Deterministic and Depth-first bone creation order
3: Skins
  - Removed duplicate skins when possible
4: Animations
  - Fixed invalid morph target names
2019-09-21 21:45:38 -07:00
Marios Staikopoulos 6fc5647bc3 GLTF Importer - Add more Index types and const-ed up the code 2019-09-21 15:21:02 -07:00
Marios Staikopoulos 11e09e59d1 GLTF2 Import Fixes - Skin(s) to Skeleton - Skin Support 2019-09-20 23:08:58 -07:00
Daniel Rakos 1cf7ca87ce Fix skeleton reparenting to also work when the skeleton node is not a bone
Existing code only did the reparenting when the parent node was a bone. This
change fixes that, plus the reparenting code itself, which used the index of
the skin instead of the skin index itself to address the skeleton array.
2019-03-11 16:26:45 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Wilson E. Alvarez 08f22f1cf0
Moved member variables to initializer list 2018-12-11 18:33:01 -05:00
Juan Linietsky 00c573c255 Several fixes to GLTF2 importer 2018-08-06 18:41:37 -03:00
K. S. Ernest (iFire) Lee ac541f5d16 Bones are now named and their parents are correct. 2018-07-24 15:29:53 -07:00
Juan Linietsky a8a3d5c835 Fixes to GLTF2 importer skeleton positioning, though vertex bone indices still look broken somehow.. 2018-01-05 09:53:40 -03:00
Rémi Verschelde 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
Juan Linietsky f11a138505 Added more hacks to GLTF2 importer to support crap exporter (MakeHuman in this case), fixes #13393 2017-12-28 16:07:45 -03:00
Rémi Verschelde a845411454 Style: Re-apply clang-format over recent invalid additions 2017-12-10 01:27:02 +01:00
Juan Linietsky 209cb3830c Exposed EditorSceneImporter to script. Added APIs to use intermediate converters more easily. 2017-12-07 15:44:20 -03:00
Juan Linietsky 26ff90eaed Full GLTF 2.0 Specification support! cheers! 2017-08-03 19:42:32 -03:00
Juan Linietsky 5c361485db -Added GLTF scene support (still missing animations and .glb extension)
-Fixed bugs regarding tangent generation in SurfaceTool
2017-08-02 15:43:49 -03:00