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* 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