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path: root/scene/2d/animated_sprite_2d.cpp
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* | Use doubles for time in many other placesAaron Franke2021-08-091-8/+8
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-1/+1
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* Use Array for node configuration warningsNathan Franke2021-04-111-8/+5
| | | | Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
* Re-allow playing AnimatedSprite2D without framesRémi Verschelde2021-04-051-2/+1
| | | | Fixes #47578, partial revert of #47064.
* Fix crash on calling play() in a uninitialized AnimatedSprite2Djmb4622021-03-171-0/+1
| | | | | | | | When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013). Modification : An error message on null check test has been added to prevent crash. Fix #46013.
* Move SpriteFrames to its own file in the resources folderAaron Franke2021-03-161-208/+0
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* Removed _change_notifyreduz2021-02-101-7/+5
| | | | | | -For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
* Initialize class variables with default values in scene/ [1/2]Rafał Mikrut2021-02-071-11/+0
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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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Refactor pixel snapping.reduz2020-10-301-1/+2
| | | | | | | | | -Rename pixel_snap to snap_2d_to_vertices -Added snap_2d_to_transforms which is more useful Fixes #41814 Solves proposal https://github.com/godotengine/godot-proposals/issues/1666 Supersedes #35606, supersedes #41535, supersedes #41534
* Refactored 2D shader and lighting systemreduz2020-10-241-40/+1
| | | | | | | | | | -Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
* Update all get_configuration_warning to retrieve warnings from the parentArrowInAKnee2020-05-161-2/+7
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-35/+66
| | | | | 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/+11
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-55/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-0/+772
Fixes #30736.