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path: root/editor/animation_track_editor.h
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* Make Animation's SceneTreeDialog filter nodes properlyDominik 'dreamsComeTrue' Jasiński2021-03-191-0/+4
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* Merge pull request #44865 from RandomShaper/fix_reset_anim_crashRémi Verschelde2021-01-011-1/+1
|\ | | | | Fix crash related to reset animation
| * Fix crash related to reset animationPedro J. Estébanez2021-01-011-1/+1
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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 🎆
* Add animation reset track featurePedro J. Estébanez2020-12-201-2/+17
| | | | 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.
* Cleanup unused engine codeTomasz Chabora2020-12-091-1/+0
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* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-14/+14
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* Add override keywords.Marcel Admiraal2020-07-101-7/+7
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-5/+4
| | | | | | | | | | | 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.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-4/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-1/+1
| | | | Fixes #30736.
* Popups have also been converted to windowsJuan Linietsky2020-03-261-0/+1
| | | | Controls using the old modal API have been replaced to use popups.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | 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: Make callbacks non-const, callable_mp can't handle itRémi Verschelde2020-02-231-1/+1
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* Texture refactorJuan Linietsky2020-02-111-7/+7
| | | | | | | | -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
* 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.
* Fix animation key snapping at high zoomsTomasz Chabora2019-11-171-1/+1
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* Enhancements and fixes for the animation editor's copy track dialogMichael Alexsander2019-10-211-3/+0
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* Merge pull request #32129 from YeldhamDev/fix_track_removal_errorsRémi Verschelde2019-09-201-1/+1
|\ | | | | Fix errors in the animation editor when removing tracks via undo/redo
| * Fix errors in the animation editor when removing tracks via undo/redoMichael Alexsander Silva Dias2019-09-131-1/+1
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* | Add informational messages to various editorsMichael Alexsander Silva Dias2019-09-041-0/+2
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* Improve snapping in the animation editorHugo Locurcio2019-08-061-1/+1
| | | | | | | | | Snapping can now be toggled temporarily by holding the Ctrl key. Toggling timeline snapping is now done with the "Snap" checkbox rather than by setting the animation's "Step" setting to 0. The timeline cursor can no longer exit the animation's boundaries if the animation's "Step" is set to 0.
* Make possible to edit multiple keys in an animation againMichael Alexsander Silva Dias2019-07-221-0/+2
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* Use CheckBoxes in the editor instead of CheckButtons when applicableHugo Locurcio2019-07-041-3/+3
| | | | | CheckButtons should only be used if toggling them has an immediate effect. Otherwise, CheckBoxes should be used.
* Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde2019-06-271-1/+1
|\ | | | | Remove redundant code, possible NULL pointers and others
| * Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* | Display invalid value keys in AnimationTrackEditRémi Verschelde2019-06-231-7/+7
|/ | | | | | | Godot 2.1 and 3.0 had this feature but it was lost in the rewrite of the animation editor in 3.1. Drop unused KeyValid icon, since all valid keys now have a custom type icon.
* Merge pull request #27188 from samH-FIT/MacroUpdateRémi Verschelde2019-06-191-5/+6
|\ | | | | Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
| * Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-5/+6
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* | Merge pull request #29899 from Chaosus/select_all_tracksRémi Verschelde2019-06-191-0/+6
|\ \ | | | | | | Added button to select all tracks in track copy dialog
| * | Added button to select all tracks in track copy dialogChaosus2019-06-191-0/+6
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* / Fix animation keys selection with SHIFT/CTRL Chaosus2019-06-191-1/+1
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* Make animation editor change tracks positions instead of swapping themMichael Alexsander Silva Dias2019-05-271-0/+2
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* Warn when opening imported anim in AnimationPlayerhomer6662019-04-301-0/+3
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* Add support for FPS snap in Animation Editor.Juan Linietsky2019-04-141-0/+11
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* Safer way to update animation if changed, fixes #26670Juan Linietsky2019-03-061-1/+4
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* Implement a more coherent (and way less hack) way to block animation ↵Juan Linietsky2019-03-031-9/+0
| | | | updates, fixes #24618
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add missing copyright headersRémi Verschelde2018-08-291-0/+30
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* Bit more of visual polishJuan Linietsky2018-06-081-0/+1
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-0/+483