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path: root/editor/animation_track_editor_plugins.cpp
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* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+2
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* Merge pull request #47230 from trollodel/anim_track_colorRémi Verschelde2021-03-311-25/+45
|\ | | | | Preview the color animation in the animation editor
| * Preview the color animation in the animation editortrollodel2021-03-271-25/+45
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* | Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-2/+2
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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 🎆
* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-23/+45
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* 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/+14
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-76/+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 Franke2020-04-291-2/+2
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* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-4/+4
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-8/+8
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-45/+45
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* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-4/+2
| | | | | | | | | 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.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-2/+2
| | | | objects and made them default.
* Texture refactorJuan Linietsky2020-02-111-10/+10
| | | | | | | | -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.
* Show preview of frame_coords in AnimationPlayerTomasz Chabora2019-10-221-8/+28
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* Remove unnecessary code and add some error explanationsqarmin2019-07-011-1/+1
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* Align boolean/color track icons to other keys in the animation editorHugo Locurcio2019-05-281-19/+14
| | | | This closes #27782.
* Implement a more coherent (and way less hack) way to block animation ↵Juan Linietsky2019-03-031-6/+0
| | | | updates, fixes #24618
* Make translatable some undo/redo operations in the editorMichael Alexsander Silva Dias2019-02-211-3/+3
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* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-7/+7
| | | | Fixes #25316.
* 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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* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-3/+0
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-4/+4
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* [AnimationPlayer] Fix preview for both AnimatedSprite (2D and 3D)Guilherme Felipe2018-06-141-6/+34
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-0/+1289