Commit Graph

42 Commits

Author SHA1 Message Date
Dominik 'dreamsComeTrue' Jasiński 08a45ebfba Make Animation's SceneTreeDialog filter nodes properly 2021-03-19 22:30:32 +01:00
Rémi Verschelde c0846b62b0
Merge pull request #44865 from RandomShaper/fix_reset_anim_crash
Fix crash related to reset animation
2021-01-01 22:50:25 +01:00
Pedro J. Estébanez 69cec347e1 Fix crash related to reset animation 2021-01-01 22:24:26 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Pedro J. Estébanez b7367ac426 Add animation reset track feature
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-20 12:45:08 +01:00
Tomasz Chabora 2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Juan Linietsky b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde 65429f11a6 Signals: Make callbacks non-const, callable_mp can't handle it 2020-02-23 23:48:44 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-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
2020-02-11 11:53:26 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Tomasz Chabora e9802d9b02 Fix animation key snapping at high zooms 2019-11-17 23:34:36 +01:00
Michael Alexsander 1594f22b4e Enhancements and fixes for the animation editor's copy track dialog 2019-10-21 12:40:23 -03:00
Rémi Verschelde 77ec3ec0a3
Merge pull request #32129 from YeldhamDev/fix_track_removal_errors
Fix errors in the animation editor when removing tracks via undo/redo
2019-09-20 17:28:15 +02:00
Michael Alexsander Silva Dias 5c2582ad34 Fix errors in the animation editor when removing tracks via undo/redo 2019-09-13 22:16:53 -03:00
Michael Alexsander Silva Dias 5f3a55acb7 Add informational messages to various editors 2019-09-04 12:37:11 -03:00
Hugo Locurcio 8b12498f8b
Improve snapping in the animation editor
Snapping can now be toggled temporarily by holding the Ctrl key.
Toggling timeline snapping is now done with the "Snap" checkbox rather
than by setting the animation's "Step" setting to 0.

The timeline cursor can no longer exit the animation's boundaries
if the animation's "Step" is set to 0.
2019-08-06 01:44:10 +02:00
Michael Alexsander Silva Dias 97e18f03db Make possible to edit multiple keys in an animation again 2019-07-22 20:12:01 -03:00
Hugo Locurcio acbd0fea97
Use CheckBoxes in the editor instead of CheckButtons when applicable
CheckButtons should only be used if toggling them has an
immediate effect. Otherwise, CheckBoxes should be used.
2019-07-04 17:32:59 +02:00
Rémi Verschelde eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde b3d772ed83 Display invalid value keys in AnimationTrackEdit
Godot 2.1 and 3.0 had this feature but it was lost in the rewrite
of the animation editor in 3.1.
Drop unused KeyValid icon, since all valid keys now have a custom
type icon.
2019-06-23 19:52:49 +02:00
Rémi Verschelde 5a29be31b3
Merge pull request #27188 from samH-FIT/MacroUpdate
Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
2019-06-19 22:59:49 +02:00
Rémi Verschelde bf7a6f9c46
Merge pull request #29899 from Chaosus/select_all_tracks
Added button to select all tracks in track copy dialog
2019-06-19 20:04:54 +02:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Chaosus be7bd97cb0 Added button to select all tracks in track copy dialog 2019-06-19 15:10:48 +03:00
Chaosus 47e24dd1ee Fix animation keys selection with SHIFT/CTRL 2019-06-19 13:34:22 +03:00
Michael Alexsander Silva Dias fad0338beb Make animation editor change tracks positions instead of swapping them 2019-05-27 22:03:26 -03:00
homer666 e5c8e4019b Warn when opening imported anim in AnimationPlayer 2019-04-30 04:46:45 +10:00
Juan Linietsky 4203266923 Add support for FPS snap in Animation Editor. 2019-04-14 16:43:38 -03:00
Juan Linietsky 9b5c6f539b Safer way to update animation if changed, fixes #26670 2019-03-06 10:22:38 -03:00
Juan Linietsky 8b4c4d9b2f Implement a more coherent (and way less hack) way to block animation updates, fixes #24618 2019-03-03 17:57:16 -03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde 9eb4d4ab2d Add missing copyright headers 2018-08-29 22:41:17 +02:00
Juan Linietsky 257d3c3f39 Bit more of visual polish 2018-06-08 21:03:27 -03:00
Juan Linietsky b659fd6d74 Entirely new (and much improved) animation editor. 2018-06-07 12:52:00 -03:00