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path: root/editor/plugins/root_motion_editor_plugin.cpp
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-2/+4
| | | | | 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 Verschelde2020-05-141-11/+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.
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-1/+1
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Replace NULL with nullptrlupoDharkael2020-04-021-3/+3
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-3/+3
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-3/+3
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* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-8/+4
| | | | | | | | | 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 Linietsky2020-02-201-4/+4
| | | | objects and made them default.
* Texture refactorJuan Linietsky2020-02-111-3/+3
| | | | | | | | -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.
* Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* Clean up and fix issues after merging #21701 , closes #21104Juan Linietsky2019-01-181-2/+2
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* i18n: Sync translation template with current sourceRémi Verschelde2019-01-071-1/+1
| | | | Misc fixes to source strings.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Refactor editor icon retrievalwillnationsdev2018-09-141-13/+2
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* Misc. typosluz.paz2018-09-121-2/+2
| | | Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
* Add missing copyright headersRémi Verschelde2018-08-291-0/+30
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* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-1/+0
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* The way multiple quaternions being slerped was not good, changed approach to ↵Juan Linietsky2018-06-271-1/+2
| | | | one that seems to work better.
* -Add root motion support in AnimationTree.Juan Linietsky2018-06-261-0/+292
-Add RootMotionView, to debug root motion in 3D (disabled in runtime)