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path: root/editor/animation_track_editor.cpp
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* 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`.
* Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-1/+4
| | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-100/+58
| | | | | | | | | 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.)
* Fixed editor crash when the animation player has no root assigned.Andrea Catania2020-02-261-0/+3
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* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-25/+25
| | | | | | | | | | | | | | | | | | | | | - 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.
* Signals: Make callbacks non-const, callable_mp can't handle itRémi Verschelde2020-02-231-1/+1
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* Added StringName as a variant type.Juan Linietsky2020-02-211-4/+4
| | | | Also changed all relevant properties defined manually to StringName.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-62/+62
| | | | objects and made them default.
* Texture refactorJuan Linietsky2020-02-111-28/+28
| | | | | | | | -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
* Merge pull request #33903 from gururise/anim_length_editRémi Verschelde2020-02-101-2/+2
|\ | | | | change step size of anim length EditSpinSlider to match min anim length
| * change step size of animation length EditSpinSlider to match minimum ↵gururise2019-11-251-2/+2
| | | | | | | | animation length
* | Fixes leak in Animation Track editorHaoyu Qiu2020-01-241-9/+16
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* | Remove unused #if 0'ed codeRémi Verschelde2020-01-211-20/+0
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* | Fix inserting bezier curve in Animation editorvolzhs2020-01-101-2/+3
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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.
* | Makes more editor strings translatableHaoyu Qiu2019-12-301-1/+1
| | | | | | | | | | | | | | | | | | * Title of Sprite Editor convert preview dialogs * Title of UV Channel Debug dialog * Various editor warnings * GridMap popup menu item "Paste Selects" * Tileset editor shape button texts * MeshLibrary update confirmation text
* | Removed unused variables, add some constants numbersRafał Mikrut2019-12-101-1/+0
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* Fix animation key snapping at high zoomsTomasz Chabora2019-11-171-3/+8
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* Fixed cases where labels with autowrap can overflow the editor uiPouleyKetchoupp2019-11-041-0/+1
| | | | Fixes #33155
* Enhancements and fixes for the animation editor's copy track dialogMichael Alexsander2019-10-211-14/+19
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* Fixed missing argument for clear_selection signal in Bezier Curve editorPouleyKetchoupp2019-09-251-2/+0
| | | | | | Also removed unused clear_selection signal in Animation Track editor (never emitted) Fixes #32348
* Fixes in AnimationTrackEditor around bezier curvesPouleyKetchoupp2019-09-231-36/+38
| | | | | | | | | | - Undo add bezier track (#31695) - Undo insert keys for several properties - Insert keys for several properties using bezier curves (#31698) - Insert keys for 2d rotation using bezier curve (#28429) - Insert keys for existing bezier track (#31697) - Auto-insert keys for bezier track (#31696) - Number of tracks in insert keys confirmation message
* Merge pull request #32146 from YeldhamDev/key_bezier_int_realRémi Verschelde2019-09-201-2/+4
|\ | | | | Fix keying integer and float values from inspector not being able to use bezier curves