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path: root/editor/animation_bezier_editor.cpp
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* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+2
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-9/+9
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Rename Math::stepify to snappedMarcel Admiraal2020-12-281-4/+4
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-1/+1
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* Remove connect *_compat methodsAaron Franke2020-12-051-7/+7
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-18/+26
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Fix timeline cursor not updating on zoom change in the Bezier editorMichael Alexsander2020-07-021-0/+1
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* Make timeline cursor in the Bezier editor just as thick as the Animation editorMichael Alexsander2020-07-011-1/+2
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-22/+44
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+2
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-50/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* [Core] Rename linear_interpolate to lerpAaron Franke2020-04-291-3/+3
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* Replace NULL with nullptrlupoDharkael2020-04-021-6/+6
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-21/+21
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-2/+2
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-6/+3
| | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-3/+3
| | | | | | | | | | | | | | | | | | | | | - 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 Linietsky2020-02-201-10/+10
| | | | objects and made them default.
* Texture refactorJuan Linietsky2020-02-111-3/+3
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Remove unused #if 0'ed codeRémi Verschelde2020-01-211-20/+0
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* 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.
* Fixed missing argument for clear_selection signal in Bezier Curve editorPouleyKetchoupp2019-09-251-1/+1
| | | | | | Also removed unused clear_selection signal in Animation Track editor (never emitted) Fixes #32348
* Animation Bezier Editor : fix double inserts on undoValentin Zagura2019-09-061-7/+0
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* Merge pull request #31916 from puthre/bezier_editor_zoomRémi Verschelde2019-09-031-0/+4
|\ | | | | Animation Bezier Editor - fixed vertical zoom around mouse
| * Animation Bezier Editor - fixed vertical zoom around mouseValentin Zagura2019-09-031-0/+4
| | | | | | | | Fixed vertical zoom so it zooms around the mouse cursor not around the center of the window.
* | Animation Bezier Editor: Extended zoom in and zoom out limits and fixed ↵Valentin Zagura2019-08-301-5/+7
|/ | | | guide lines to accomodate sub unit steps and steps other than powers of 5
* Remove unnecessary code and add some error explanationsqarmin2019-07-011-2/+2
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* Fixed a few issues with the bezier animation track editor, fixed the Travis ↵Ben Hickling2019-04-301-20/+34
| | | | CI errors, added TTR to bezier value labels and rounded them to 3 decimal points
* Make translatable some undo/redo operations in the editorMichael Alexsander Silva Dias2019-02-211-4/+4
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Change color of AnimationPlayer curve to "highlight"Mateus Felipe C. C. Pinto2018-12-181-1/+2
| | | | | This is to be consistent with Curve editor and to be less confusing related to tangent lines color.
* Refactor editor icon retrievalwillnationsdev2018-09-141-6/+3
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* Add missing copyright headersRémi Verschelde2018-08-291-0/+30
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-0/+1183