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path: root/editor/plugins/path_editor_plugin.cpp
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* Rename more 2D and 3D nodes to follow conventionRémi Verschelde2020-03-271-653/+0
| | | | Rename editor plugins to match the new node names.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-31/+31
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-4/+4
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* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-9/+5
| | | | | | | | | 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 Linietsky2020-02-201-5/+5
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-5/+5
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Modernized default 3D material, fixes material bugs.Juan Linietsky2020-02-111-3/+3
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* 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.
* Improve the appearance of 2D path editorsHugo Locurcio2019-08-181-2/+1
| | | | | | | - Add new handle icons for path/polygon editors - Add smooth path point icons and curve tangent icons - Use a gray color for tangent lines in the Path2D and Path editors - Use antialiasing for Path2D lines
* Implement snapping for most 3D gizmosHugo Locurcio2019-07-031-1/+7
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* Add priority to gizmos and fix small issuesJFonS2019-03-121-0/+4
| | | | | | User defined gizmos will haave higher preference than editor gizmos by default. Also fixed some inconsistencies in the gizmos menu when using custom gizmos.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Expose the new gizmo plugin system to scriptingJFonS2018-12-211-1/+1
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* Merge pull request #21707 from JFonS/fix_instanced_selectionRémi Verschelde2018-09-051-20/+4
|\ | | | | Fix selection of instanced scenes in 3D
| * Fix selection of instanced scenes in 3DJFonS2018-09-021-20/+4
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* | Move ParticlesMaterial code to its own resource fileRémi Verschelde2018-09-041-1/+1
| | | | | | | | | | | | | | | | | | It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense to have as a common resource. It also allowed to disable compilation of Particles (3D) when using 'disable_3d'. Also cleaned up includes in SpatialEditorGizmos and some other places, as well as dropped dead code in material_editor_plugin.cpp.
* | Fix regression #21262 in Path GizmoJFonS2018-08-301-1/+1
|/ | | | closes #21262
* New gizmo structure and new gizmo disabling menuJFonS2018-08-091-38/+55
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* Added option to 2D and 3D curve editor to mirror curve tangent handles both ↵Ben Hickling2018-05-091-2/+63
| | | | in angle and/or length
* Fixes logically dead code (Coverity)Crazy-P2018-04-211-8/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* 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!
* Rename pos to position in user facing methods and variablesletheed2017-09-201-20/+20
| | | | | | | | | | | 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.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+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/
* Properly manage drawing of primitives when they lack an area, fixes #8930Juan Linietsky2017-08-181-5/+13
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* Add object type hint for docsPoommetee Ketson2017-07-191-2/+2
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* Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg2017-07-031-1/+1
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-1/+1
| | | | Make the naming consistent with other classes.
* Applied clang-format.Ferenc Arn2017-05-251-205/+168
| | | | Since PathEditorPlugin was commented out, it didn't get clang-format'ed.
* Revive PathEditorPlugin.Ferenc Arn2017-05-241-21/+21
| | | | | | Adapted the plugin to recent changes in input classes and pool arrays. Fixed an out-of-bounds bug in the process. Doesn't display anything for a single point (existing issue).
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-3/+3
| | | | this might cause bugs I haven't found yet..
* Add the ability to delete bezier path handles.Zaven Muradyan2017-04-161-15/+29
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-6/+6
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+604
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.