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path: root/editor/plugins/animation_tree_editor_plugin.cpp
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* Add editor shortcuts to toggle bottom panel visibilityHugo Locurcio2024-03-051-1/+2
| | | | | | | | Default shortcuts use the first or second letter of each word. This also adds a new shortcut to toggle the last opened bottom panel. On editor startup, this defaults to the first panel in the list (which is the Output panel).
* Merge pull request #87760 from kitbdev/extract-bottom-dockRémi Verschelde2024-02-231-3/+4
|\ | | | | | | Extract BottomPanel from EditorNode
| * Extract BottomPanel from EditorNodekit2024-02-201-3/+4
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* | Fix PopupMenu doesn't respect it's ScrollContainer's marginsMounir Tohami2024-02-231-0/+1
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* Reorganize code related to editor themingYuri Sizov2024-01-161-1/+1
| | | | | | | | | | | | | This change introduces a new EditorThemeManager class to abstract theme generatio and its subroutines. Logic related to EditorTheme, EditorColorMap, and editor icons has been extracted into their respective files with includes cleaned up. All related files have been moved to a separate folder to better scope them in the project. This includes relevant generated files as well.
* Make `GraphEdit` toolbar more customizableYuri Sizov2023-10-021-0/+3
| | | | | Also adds a semi-transparent background to make the toolbar stand out in front of nodes.
* Implement AnimationManager the base class of AnimationPlayer/TreeSilc Lizard (Tokage) Renew2023-09-291-15/+9
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* Fix the error when clicking AnimationTree in the editorMagian2023-08-021-1/+2
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* Merge pull request #75759 from TokageItLab/reimplement-grouped-statemachineRémi Verschelde2023-04-241-5/+0
|\ | | | | | | Rework for nested `AnimationNodeStateMachine`
| * Rework StateMachine and nested StateMachine processSilc Renew2023-04-181-5/+0
| | | | | | | | 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.
* | Improve includes of EditorNode (and everything else)Yuri Sizov2023-04-071-1/+1
|/ | | | | | Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
* Fix crash when switching to a different node from AnimationTreeSaracenOne2023-01-251-6/+7
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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".
* Add null checks to AnimationTreeEditors and _clear_editors()Silc Renew2022-12-131-1/+12
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* Fix AnimationTree crash & rename get_tree() to get_animation_tree()Silc Renew2022-11-211-0/+12
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* Fix redraw timing in AnimationBlendTreeEditorSilc Renew2022-09-141-0/+15
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* Update all AnimationTree's editors when editingKongfa Waroros2022-08-301-1/+7
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* Remove Signal connect bindsJuan Linietsky2022-07-291-2/+2
| | | | | Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
* Update if == NOTIFICATION_* to switch statements to match coding stylemegalobyte2022-02-161-11/+13
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* Remove most EditorNode constructor parameters and fieldstrollodel2022-02-141-5/+4
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-0/+2
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix some containers disabling wrong scrollbarskobewi2021-12-091-1/+1
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* ScrollContainer's scrollbar visibility is now enumkobewi2021-12-071-2/+1
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* Fix make sub-resource crash in AnimationTreeEditorHaoyu Qiu2021-10-071-1/+1
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-1/+1
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-2/+2
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* Make various strings translatablefoxydevloper2021-07-191-1/+1
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+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 🎆
* Cleanup unused engine codeTomasz Chabora2020-12-091-3/+0
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Small naming and tooltip tweaksMichael Alexsander2020-07-231-1/+1
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* Remove oversized margins in the AnimationTree editorMichael Alexsander2020-07-021-1/+1
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-4/+8
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-12/+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.
* 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.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+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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* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-3/+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.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-4/+3
| | | | 32 bits.
* Fixes min size of various editor plugins on HiDPIHaoyu Qiu2020-01-121-1/+2
| | | | | | | | * AnimationTree * AudioStream * ResourcePreloader * ShaderEditor * VisualShaderEditor
* 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 AnimationTree editor messing up parameters when nestedBojidar Marinov2019-07-111-2/+3
| | | | Fixes #29436
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #24427 from guilhermefelipecgs/fix_bread_crumbRémi Verschelde2018-12-181-21/+6
|\ | | | | Fix bread crumb of AnimationTree