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path: root/editor/animation_track_editor.cpp
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* Merge pull request #50086 from Geometror/label-improve-layout-optionsRémi Verschelde2021-07-131-1/+1
|\ | | | | Improvements to Label's layout options
| * Improvements to Label's layout optionsHendrik Brucker2021-07-041-1/+1
| | | | | | | | | | | | - Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
* | Merge similar editor stringsHaoyu Qiu2021-07-131-2/+2
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-2/+2
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* AnimationMultiTrackKeyEdit Allow editing easing if it's possible for all ↵kleonc2021-06-171-22/+20
| | | | edited tracks
* Documentation search fixesGregory Basile2021-06-161-2/+2
| | | | | | Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
* Fix build after merge of #48598Rémi Verschelde2021-06-151-6/+6
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* Merge pull request #48598 from Calinou/animation-track-editor-improve-scrollingRémi Verschelde2021-06-151-35/+93
|\ | | | | Improve scrolling actions in the animation track editor
| * Improve scrolling actions in the animation track editorHugo Locurcio2021-05-101-35/+93
| | | | | | | | | | | | | | | | | | | | - Implement timeline scrobbling using Alt + Mouse wheel anywhere in the animation track editor. - Snap settings are followed, and precise snapping can be obtained by also holding down Shift. - This modifier wasn't used by anything in the animation editor. - Allow zooming by using Ctrl + Mouse wheel on the timeline itself. - Previously, this was only possible on the track area, not the timeline.
* | Rename Quat to QuaternionMarcel Admiraal2021-06-041-9/+9
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* | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke2021-06-031-20/+20
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* | Rename Variant TRANSFORM to TRANSFORM3DAaron Franke2021-06-031-2/+2
| | | | | | Also _transform to _transform3d
* | Rename Transform to Transform3D in coreAaron Franke2021-06-031-3/+3
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* | Merge pull request #40397 from KoBeWi/silent_seekerRémi Verschelde2021-05-231-4/+4
|\ \ | | | | | | Allow to move timeline without moving animation
| * | Allow to move timeline without moving animationTomasz Chabora2021-03-211-4/+4
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* | | Improve TreeItem API and allow to move nodestrollodel2021-05-171-4/+4
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* | | Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A2021-05-071-6/+6
| |/ |/| | | | | InputEventWithModifiers properties/methods
* | fix AnimationTrackEditor's undo with correction invalid method nameTokage2021-05-051-14/+14
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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