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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add a constant StringName for RESET animationkobewi2021-12-061-0/+1
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* Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmoRémi Verschelde2021-10-061-0/+3
|\ | | | | Implement Skeleton Editor Gizmo
| * Implemented SkeletonEditorGizmoSilc Renew2021-10-071-0/+3
| | | | | | | | Co-authored-by: Lyuma <xn.lyuma@gmail.com>
* | Add pre-sort signal and notification in ContainerPouleyKetchoupp2021-10-051-0/+1
|/ | | | | Allows processing before children are sorted, useful for custom containers inherited from existing ones like BoxContainer.
* Display a editor gizmo icon for Listener3DHugo Locurcio2021-09-161-3/+0
| | | | | | | | The icon was present in `editor/icons/`, but it was never implemented in the editor gizmos code. This also removes some unused gizmo drawing code (overridden methods that are no longer called anywhere).
* New and improved IK system for Skeleton3DTwistedTwigleg2021-08-141-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
* Node3D gizmo improvementsjfons2021-07-231-0/+1
| | | | | | | | * Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
* Merge pull request #47395 from sygi/shape_idx_collisionHugo Locurcio2021-07-161-0/+4
|\ | | | | Add shape_idx to CollisionObject2D mouse_entered signal
| * Add mouse_shape_entered and mouse_shape_exited signals to CollisionObject2D.sygi2021-07-021-0/+4
| | | | | | | | Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* | Fix editor suffixes and degrees conversionreduz2021-06-301-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | * Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
* | Remove clips_input() method and use clip_contentkobewi2021-06-251-1/+0
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* | Merge pull request #49526 from Chaosus/fix_textureregion_errorsRémi Verschelde2021-06-131-0/+1
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| * | Fixed a bunch of connection errors in TextureEditorPluginYuri Roubinsky2021-06-121-0/+1
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* | | Consistently prefix bound virtual methods with _kobewi2021-06-121-4/+4
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* / Scene: Remove unused `mesh_materials` StringNamesRémi Verschelde2021-04-151-4/+0
|/ | | | | They were added in 8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (2.1 era) but were likely a first attempt that didn't get unused in the end.
* 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 CanvasItem's hide signal to hiddenMarcel Admiraal2020-12-081-1/+1
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-0/+1
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Custom Skeleton3DEditorPluginK. S. Ernest (iFire) Lee2020-05-221-0/+2
| | | | Co-authored-by: Marios Staikopoulos <marios@staik.net>
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-2/+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.
* New lightmapperJuan Linietsky2020-05-101-0/+5
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-0/+3
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Working multiple window support, including editorJuan Linietsky2020-03-261-0/+2
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-0/+4
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Signals: Port more uses of connect_compatRémi Verschelde2020-02-281-1/+0
| | | | | | | | | Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
* Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-10/+2
| | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* 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.
* -Fixes to undo redo to avoid crash, closes #24251Juan Linietsky2019-02-141-0/+2
| | | | | | | | | -Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer -Added missing emit_changed whe modifying keys to Animation -Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references -Changed AnimationEditor to update the current track when keys are edited -Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated) -Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky2018-08-201-0/+2
| | | | | -Reuse resources -Expose properties in AnimationTree
* Expose _clips_input as a virtual function, closes #15358Juan Linietsky2018-07-291-0/+2
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* -Added AnimationGraphPlayer (still missing features)Juan Linietsky2018-06-181-0/+2
| | | | -Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
* Add ready signal to NodeZephilinox2018-01-201-0/+1
| | | | Closes #15889
* Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky2018-01-121-0/+1
| | | | | | of tree notification. Updated doc accordingly.
* 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!
* Unify degree members and propertiesletheed2017-11-101-1/+1
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixed some string names and animation playback options, closes #9446Juan Linietsky2017-08-061-5/+3
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* Reworked translation systemJuan Linietsky2017-06-281-1/+1
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Added ability to change A-star cost functionFabian Mathews2017-04-011-0/+3
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* fixed ClassDB inconsistenciesKarroffel2017-03-131-1/+1
| | | | fixes #7960
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-93/+93
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #7889 from Hinsbart/fix_autoenable_inputRémi Verschelde2017-02-261-0/+1
|\ | | | | Fix auto-enable of _input processing when _input() method is set.
| * Fix auto-enable of _input processing when _input() method is set.Andreas Haas2017-02-251-0/+1
| | | | | | | | | | | | | | Since f3f4a11c processing of callbacks such as `_process`, `_fixed_process`, etc will be automatically enabled when the corresponding method is found in the script. However, for _input() this wasn't working. That's simply because `_input` wasn't initialized in `SceneStringNames` ^^
* | Add emission_finished signal to Particles2DBojidar Marinov2017-02-251-0/+1
|/ | | | | (Also remove some Particles2D::testee method, which was unused) Resolves #3963