Commit graph

17 commits

Author SHA1 Message Date
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
PouleyKetchoupp
1de995ae99 Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
2021-07-07 12:14:12 -07:00
K. S. Ernest (iFire) Lee
b8fb765a65 Fix for LOD is broken 49706 2021-06-20 04:27:32 -07:00
Rémi Verschelde
671bd64e4a
Merge pull request #49754 from aaronfranke/is-eq-approx-sub-opt
Fix sub-optimal uses of is_equal_approx
2021-06-20 11:44:56 +02:00
Aaron Franke
45c24fd039
Fix sub-optimal uses of is_equal_approx 2021-06-20 03:03:06 -04:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
K. S. Ernest (iFire) Lee
fc8ea1d828 Update with experimental mesh optimizer.
Normals being optimized has better quality now.

Test simplify once and then use a slightly less tolerant 
error for the target error.
2021-05-22 08:58:50 -07:00
jfons
6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
Juan Linietsky
97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Kongfa Waroros
efc1eba974 Fixes function bindings 2021-02-18 14:47:06 +07:00
reduz
51d8e32c93 Implement shadow meshes
-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-25 15:03:15 -03:00
K. S. Ernest (iFire) Lee
59b61a1f64 Scale error in mesh optimizer so it uses absolute scale.
Switch to simplify sloppy for another try.

Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
2021-01-11 06:07:54 -08:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Lyuma
d976003b16 Fix blendshapes and calculation of bone_aabbs
Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-24 00:01:07 -08:00
K. S. Ernest (iFire) Lee
4b4efd2674 Add exporting glTF2.
* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
2020-12-22 16:56:28 -08:00