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path: root/editor/plugins/animation_state_machine_editor.cpp
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* Adds pan gesture to StateMachine editorHaoyu Qiu2020-10-091-0/+6
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* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-1/+1
| | | | resource depency dialogs).
* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-6/+12
| | | | | | | | | | | 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.
* Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)2020-05-271-2/+2
| | | | Extra `_2d` suffixes are removed from 2D methods accoringly.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-10/+20
| | | | | 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/+1
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-57/+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.
* thirdparty: Cleanup after #38386, document provenance and copyrightRémi Verschelde2020-05-111-1/+1
| | | | Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
* [Core] Rename linear_interpolate to lerpAaron Franke2020-04-291-1/+1
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* Rename InputFilter back to InputRémi Verschelde2020-04-281-1/+1
| | | | | | | | | | | | | | | | 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.
* Removed duplicated add_childqarmin2020-04-031-1/+0
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* Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
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* Popups have also been converted to windowsJuan Linietsky2020-03-261-11/+9
| | | | 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/+5
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-37/+37
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* Working multiple window support, including editorJuan Linietsky2020-03-261-1/+1
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-1/+1
| | | | 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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* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-1/+1
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-1/+1
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-32/+16
|/ | | | | | | | | 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 Linietsky2020-02-201-16/+16
| | | | objects and made them default.
* Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky2020-02-111-2/+2
| | | | Removes antialiased flag for draw_* methods.
* Texture refactorJuan Linietsky2020-02-111-15/+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.
* Merge pull request #34625 from timothyqiu/i18nRémi Verschelde2019-12-301-1/+1
|\ | | | | Makes more editor strings translatable
| * 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
* | Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Makes more editor strings translatableHaoyu Qiu2019-12-211-1/+1
| | | | | | | | | | * "Add" button text in Groups Editor * "Receiver Method" in Connect Signal Dialog * "Play Mode" in Animation State Machine Editor * "Mesh Library" button text in Mesh Library editor plugin * Compose Array node button texts in Visual Script * Various button texts in TileSet Editor * Various Run Script errors
* Fixed error when renaming a state in AnimationNodeStateMachinePouleyKetchoupp2019-11-011-2/+4
| | | | Fixes #33245
* Some code changed with Clang-Tidyqarmin2019-06-261-4/+4
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* Fix error macro calls not ending with semicolonRémi Verschelde2019-06-111-1/+1
| | | | | | | It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
* [StateMachine] Fix play positionGuilherme Felipe2019-04-231-2/+6
| | | | Continuation of 771fbd282a3e98aa487878b9b6fac8d891074e65
* Merge pull request #24796 from guilhermefelipecgs/fix_play_pos_smHein-Pieter van Braam2019-04-231-2/+21
|\ | | | | Show play position of sub state machine
| * Show play position of sub state machineGuilherme Felipe2019-01-131-2/+21
| | | | | | | | | | Sub state machine now show the play position of the current state playing.
* | Make translatable some undo/redo operations in the editorMichael Alexsander Silva Dias2019-02-211-9/+9
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* | Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-5/+5
|/ | | | Fixes #25316.
* Hides error_panel of state machine on the first time.Guilherme Felipe2019-01-091-0/+1
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* Merge pull request #24814 from YeldhamDev/animtree_editor_statemach_scrollsRémi Verschelde2019-01-071-15/+8
|\ | | | | Move scrolls in the StateMachine editor inside the panel
| * Move scrolls in the StateMachine editor inside the panelMichael Alexsander Silva Dias2019-01-071-15/+8
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* | Fix state machine scrollGuilherme Felipe2019-01-061-2/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Removed graph node headers from state machine nodesDawid Wdowiak2018-12-301-2/+2
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* Small fixes for the AnimationTree editorMichael Alexsander Silva Dias2018-12-181-0/+9
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* General fixes for the AnimationTree editorMichael Alexsander Silva Dias2018-12-171-1/+3
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* Fix titles in graph editors being invisible when headers are enabledMichael Alexsander Silva Dias2018-12-161-2/+2
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* Fix "undo" of the state machine losing node's positionGuilherme Felipe2018-12-161-1/+1
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* Fix many errors found by PVS-StudioAaron Franke2018-11-281-1/+1
| | | Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
* Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde2018-09-131-1/+1
|\ | | | | Misc. typos