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path: root/editor/plugins/animation_state_machine_editor.h
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* Merge commit godotengine/godot@d09d82d433b03bb3773fd2a8cc8d6ccc2f8739ceSpartan3222024-11-261-0/+1
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| * Expose state machine focus color to themingpassivestar2024-11-191-0/+1
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* | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Style: Apply new `clang-format` changesThaddeus Crews2024-09-201-1/+1
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* Add const lvalue ref to editor/* container parametersMuller-Castro2024-02-261-1/+1
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* Fix theme access and improve UX in AnimationTree editorYuri Sizov2023-09-231-3/+60
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* Rework StateMachine and nested StateMachine processSilc Renew2023-04-181-10/+6
| | | | Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
* Add indicator for state machine transition fade progress and position of ↵SaracenOne2023-01-251-4/+18
| | | | state transitioning from.
* Simplify some editor plugin logic and remove dead codeYuri Sizov2023-01-051-2/+0
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Change auto_advance flag to advance_mode enum and unify with disabled flag.SaracenOne2022-12-161-4/+7
| | | | | | Expressions and conditions now require auto mode to be set to auto. Adds a toggle button to the state machine editor for whether new transitions advance settings should default to auto mode or not.
* Cleanup remaining EditorUndoRedoManager usageskobewi2022-11-241-3/+0
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* Use forward-declarations in EditorPlugin where possibletrollodel2022-11-111-2/+3
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* Fix various uninitialized member pointersRémi Verschelde2022-09-061-2/+2
| | | | | | | | | | Using this command: ``` find -name "thirdparty" -prune -o -name "*.h" -exec sed -i {} -e '/return /! s/\t\([A-Za-z0-9_]* \*[A-Za-z0-9_]*\)\;/\t\1 = nullptr;/g' \; ``` And then reviewing the changes manually to discard the ones that don't seem correct/safe/good (notably changes to `core` unions).
* Freeze line when releasing mouse to create a new transition.SaracenOne2022-09-051-0/+1
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* Add read-only mode to AnimationTreeEditor pluginsSaracenOne2022-08-251-0/+2
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* Add per-scene UndoRedokobewi2022-08-221-1/+2
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* Extract EditorResourceConversionPlugin into its own source files and clean ↵Yuri Sizov2022-07-311-1/+0
| | | | up editor includes
* Add a new HashSet templatereduz2022-05-201-2/+2
| | | | | * Intended to replace RBSet in most cases. * Optimized for iteration speed
* Replace most uses of Map by HashMapreduz2022-05-161-2/+2
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Improvements of state machineGuilherme Felipe2022-05-021-6/+74
| | | | | | | | | | | | | | | | | | | | | | | | | - Open the menu to add new animation nodes by dragging the transitions to empty areas and automatically connecting them. - Adds box selection to the state machine. - Add feature to group/ungroup selected nodes in a "sub" state machine. - Add start/end node by default. In addition, add new color to these nodes to differentiate then. - Add tooltip for transitions to show the connection "from -> to". - Add new "type" of transition line when multiple transitions are grouped. - Add popup to connect nodes in sub state machine. - Add dialog to select which nodes can be deleted when they are grouped. - Add classes: AnimationNodeStartState AnimationNodeEndState EditorAnimationMultiTransitionEdit - Implements disabled transition API Changes: - Now it's posible to add transitions between state machines, `AnimationNodeStateMachine::add_transition` will works with relative path, this means you can use it like this `add_transition("Idle", "Walk", tr)` or `add_transition("Idle", "StateMachine/Shoot)`.
* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-10/+10
| | | | | | | | | | | Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
* Fix more issues found by cppcheck.bruvzg2022-04-201-2/+2
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* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-22/+22
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Use get_cursor_shape for identifying the cursor shape in ↵Markus Sauermann2022-03-111-1/+1
| | | | | | | | | AnimationNodeStateMachineEditor get_cursor_shape() is used in cases where a Control displays different cursors in different areas. There is no need to set the default cursor shape on every mouse move event. Fix minor issue with selection order.
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-1/+2
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* Make AnimationTree delta argument force double in coreSilc 'Tokage' Renew2022-01-291-4/+4
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* More time parameters change type float to doubleSilc 'Tokage' Renew2022-01-271-4/+4
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* 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 🎆
* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-4/+4
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* Add override keywords.Marcel Admiraal2020-07-101-2/+2
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-6/+6
| | | | | | | | | | | 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 Verschelde2020-05-141-1/+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.
* Popups have also been converted to windowsJuan Linietsky2020-03-261-0/+1
| | | | Controls using the old modal API have been replaced to use popups.
* 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.
* [StateMachine] Fix play positionGuilherme Felipe2019-04-231-0/+1
| | | | Continuation of 771fbd282a3e98aa487878b9b6fac8d891074e65
* Show play position of sub state machineGuilherme Felipe2019-01-131-0/+1
| | | | | Sub state machine now show the play position of the current state playing.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Small fixes for the AnimationTree editorMichael Alexsander Silva Dias2018-12-181-0/+1
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* Add missing copyright headersRémi Verschelde2018-08-291-0/+30
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* Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky2018-08-201-27/+17
| | | | | -Reuse resources -Expose properties in AnimationTree
* State machine animation nodeJuan Linietsky2018-06-251-0/+167