godot/editor/import
Daniel Rakos b439515d73 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.

(cherry picked from commit 1cf7ca87ce)
2019-04-20 20:06:03 +02:00
..
editor_import_collada.cpp Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
editor_import_collada.h
editor_import_plugin.cpp
editor_import_plugin.h
editor_scene_importer_gltf.cpp Fix skeleton reparenting to also work when the skeleton node is not a bone 2019-04-20 20:06:03 +02:00
editor_scene_importer_gltf.h Fix skeleton reparenting to also work when the skeleton node is not a bone 2019-04-20 20:06:03 +02:00
resource_importer_bitmask.cpp
resource_importer_bitmask.h
resource_importer_csv_translation.cpp Unescape translations in CSV importer 2019-03-04 21:07:58 +01:00
resource_importer_csv_translation.h
resource_importer_image.cpp
resource_importer_image.h
resource_importer_layered_texture.cpp
resource_importer_layered_texture.h
resource_importer_obj.cpp
resource_importer_obj.h
resource_importer_scene.cpp Fix: Keep custom tracks option now keeps animation loop property and value track update mode. 2019-03-27 11:32:41 -06:00
resource_importer_scene.h
resource_importer_texture.cpp Ensure ETC2 textures are ALSO compressed to Po2 when have mipmaps. Fixes #26733 2019-03-07 12:16:20 -03:00
resource_importer_texture.h
resource_importer_wav.cpp
resource_importer_wav.h
SCsub