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path: root/editor/animation_track_editor.cpp
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* Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal2021-04-171-1/+1
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* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+4
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-17/+17
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* Make Animation's SceneTreeDialog filter nodes properlyDominik 'dreamsComeTrue' Jasiński2021-03-191-0/+70
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* fix incorrectly connected optimize_dialog signalnemerle2021-03-081-1/+1
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* Removed _change_notifyreduz2021-02-101-5/+4
| | | | | | -For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
* Merge pull request #44865 from RandomShaper/fix_reset_anim_crashRémi Verschelde2021-01-011-5/+5
|\ | | | | Fix crash related to reset animation
| * Fix crash related to reset animationPedro J. Estébanez2021-01-011-5/+5
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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 Admiraal2020-12-281-5/+5
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* Rename empty() to is_empty()Marcel Admiraal2020-12-281-4/+4
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-4/+4
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* Add animation reset track featurePedro J. Estébanez2020-12-201-45/+141
| | | | As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
* Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal2020-12-191-3/+3
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-4/+4
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Cleanup unused engine codeTomasz Chabora2020-12-091-4/+0
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* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-27/+13
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* Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde2020-11-281-4/+2
|\ | | | | Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
| * Implement new shortcuts system.Eric M2020-11-231-4/+2
| | | | | | | | unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
* | [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-13/+22
|/ | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Refactored variant constructor logicreduz2020-11-091-5/+6
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* Refactored variant setters/gettersreduz2020-11-071-1/+2
| | | | | | -Discern between named, indexed and keyed -Get direct access to functions for typed GDScript and GDNative bindings -Small changes to some classes in order to work with the new setget binder
* Renamed toplevel to be top_levelDuroxxigar2020-10-011-1/+1
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* Don't warp mouse when selecting tracksTomasz Chabora2020-09-281-5/+0
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* Small naming and tooltip tweaksMichael Alexsander2020-07-231-2/+2
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* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-2/+2
| | | | resource depency dialogs).
* Remove String::find_last (same as rfind)Stijn Hinlopen2020-07-031-2/+2
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-5/+10
| | | | | | | | | | | ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
* Merge pull request #36409 from fire/skeleton-custom-inspectorRémi Verschelde2020-05-271-1/+1
|\ | | | | Custom Skeleton3DEditorPlugin
| * Custom Skeleton3DEditorPluginK. S. Ernest (iFire) Lee2020-05-221-1/+1
| | | | | | | | Co-authored-by: Marios Staikopoulos <marios@staik.net>
* | Reverse mouse wheel in animation track editorTomasz Chabora2020-05-251-2/+2
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-124/+242
| | | | | 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/+11
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-332/+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.
* Enforce use of bool literals instead of integersRémi Verschelde2020-05-141-1/+1
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-4/+12
| | | | Part of #33027.
* Rename InputFilter back to InputRémi Verschelde2020-04-281-2/+2
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Fix crash when changing time value of multiple animation keys at once via ↵Michael Alexsander2020-04-231-2/+5
| | | | inspector
* Merge pull request #37602 from Janglee123/reversed-zoom-scale-animtion-playerRémi Verschelde2020-04-101-1/+1
|\ | | | | Reversed timeline zoom slider of AnimationPlayer
| * Reversed timeline zoom sliderjanglee2020-04-071-1/+1
| | | | | | | | Fixes #37409
* | Replace NULL with nullptrlupoDharkael2020-04-021-32/+32
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* | Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-5/+5
| | | | | | | | Fixes #30736.
* | Popups have also been converted to windowsJuan Linietsky2020-03-261-8/+10
| | | | | | | | Controls using the old modal API have been replaced to use popups.
* | Open sub-windows as embedded if the OS does not support themJuan Linietsky2020-03-261-1/+4
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* | Popups are now windows also (broken!)Juan Linietsky2020-03-261-109/+109
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* | Working multiple window support, including editorJuan Linietsky2020-03-261-4/+4
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* | Refactored input, goes all via windows now.Juan Linietsky2020-03-261-2/+2
| | | | | | | | Also renamed Input to InputFilter because all it does is filter events.
* | Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | | | | | Still a lot of work to do.
* | Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-8/+8
| | | | | | | | | | 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`.