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path: root/editor/plugins/animation_tree_editor_plugin.cpp
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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
| * Fix bread crumb of AnimationTreeGuilherme Felipe2018-12-171-21/+6
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* | Make the AnimationTree editor's path section more obviousMichael Alexsander Silva Dias2018-12-171-2/+5
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+3
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Add missing copyright headersRémi Verschelde2018-08-291-0/+30
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* Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky2018-08-201-1324/+153
| | | | | -Reuse resources -Expose properties in AnimationTree
* Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-4/+4
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* Fixed some popups not shrinking their size back when losing items.Michael Alexsander Silva Dias2018-03-281-0/+2
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add more translatable text for editor plugins.geequlim2017-12-231-1/+1
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* Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-3/+3
| | | | Performance is around the same as using pure set() through GDScript.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-2/+2
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-8/+8
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Add missing icons in animation tree editorGuilherme Felipe2017-09-161-3/+3
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* Dead code tells no talesRémi Verschelde2017-08-271-35/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Editor: Add some more translatable strings.Andreas Haas2017-08-251-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-4/+4
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-1/+1
|\ | | | | Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+1
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* | Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde2017-08-161-4/+4
|\ \ | | | | | | Updated function argument names
| * | Updated function argument namesWilson E. Alvarez2017-08-121-4/+4
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* / Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-6/+6
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* AnimationTree nodes sliders fixesJakub Grzesik2017-07-211-1/+6
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+2
| | | | -Added system for feature overrides, it's pretty cool :)