Guilherme Felipe
0fcbf4da8f
[StateMachine] Fix play position
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Continuation of 771fbd282a
2019-04-23 14:59:16 -03:00
Hein-Pieter van Braam
2ea75764c0
Merge pull request #24796 from guilhermefelipecgs/fix_play_pos_sm
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Show play position of sub state machine
2019-04-23 06:32:07 +03:00
Michael Alexsander Silva Dias
3ef8238c1c
Make translatable some undo/redo operations in the editor
2019-02-21 16:41:01 -03:00
marxin
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
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Fixes #25316 .
2019-02-20 19:44:12 +01:00
Guilherme Felipe
771fbd282a
Show play position of sub state machine
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Sub state machine now show the play position of the current state
playing.
2019-01-13 16:00:33 -02:00
Guilherme Felipe
c7d4807b7b
Hides error_panel of state machine on the first time.
2019-01-09 15:16:41 -02:00
Rémi Verschelde
db33b03f49
Merge pull request #24814 from YeldhamDev/animtree_editor_statemach_scrolls
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Move scrolls in the StateMachine editor inside the panel
2019-01-07 15:11:05 +01:00
Michael Alexsander Silva Dias
67ac8fe359
Move scrolls in the StateMachine editor inside the panel
2019-01-07 00:21:48 -02:00
Guilherme Felipe
59df3ca911
Fix state machine scroll
2019-01-06 12:35:12 -02:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Dawid Wdowiak
58ae20f239
Removed graph node headers from state machine nodes
2018-12-30 09:25:13 +01:00
Michael Alexsander Silva Dias
2b278a5336
Small fixes for the AnimationTree editor
2018-12-18 15:24:22 -02:00
Michael Alexsander Silva Dias
b86b497cec
General fixes for the AnimationTree editor
2018-12-17 21:03:58 -02:00
Michael Alexsander Silva Dias
9d4a996a08
Fix titles in graph editors being invisible when headers are enabled
2018-12-16 23:18:04 -02:00
Guilherme Felipe
bcd2659a2f
Fix "undo" of the state machine losing node's position
2018-12-16 18:06:26 -02:00
Aaron Franke
cb01268562
Fix many errors found by PVS-Studio
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Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
2018-11-28 05:03:24 -05:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
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Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de
Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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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.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
9eb4d4ab2d
Add missing copyright headers
2018-08-29 22:41:17 +02:00
Juan Linietsky
c7e4527a88
Massive rewrite to AnimationTree. Many APIs changed in order to:
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-Reuse resources
-Expose properties in AnimationTree
2018-08-20 13:39:16 -03:00
Hein-Pieter van Braam
0e29f7974b
Reduce unnecessary COW on Vector by make writing explicit
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Juan Linietsky
8c7da84e1e
renamed AnimationGraphPlayer to AnimationTree
2018-06-25 18:40:24 -03:00
Juan Linietsky
4f5a7ebaec
State machine animation node
2018-06-25 16:22:41 -03:00