Commit Graph

40 Commits

Author SHA1 Message Date
Markus Sauermann 93447eb1ae Use get_cursor_shape for identifying the cursor shape in AnimationNodeStateMachineEditor
get_cursor_shape() is used in cases where a Control displays different cursors in different areas.
There is no need to set the default cursor shape on every mouse move event.

Fix minor issue with selection order.

(cherry picked from commit 0d96dbcb2a)
2022-03-12 15:10:14 +01:00
Haoyu Qiu 2c3646b37b Add missing i18n to various strings
(cherry picked from commit 25d93200c8)
2022-03-10 19:01:52 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Haoyu Qiu 0c1f88c769
Adds pan gesture to StateMachine editor
(cherry picked from commit e9bec0d76b)
2020-10-19 16:09:59 +02:00
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
Rémi Verschelde e37ad996a1
Merge pull request #34625 from timothyqiu/i18n
Makes more editor strings translatable
2019-12-30 17:28:11 +01:00
Haoyu Qiu 8cf941a8cb Makes more editor strings translatable
* Title of Sprite Editor convert preview dialogs
* Title of UV Channel Debug dialog
* Various editor warnings
* GridMap popup menu item "Paste Selects"
* Tileset editor shape button texts
* MeshLibrary update confirmation text
2019-12-30 10:36:31 +08:00
Haoyu Qiu 078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Haoyu Qiu 0693718164 Makes more editor strings translatable
* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
2019-12-21 20:58:17 +08:00
PouleyKetchoupp f6f60e22f5 Fixed error when renaming a state in AnimationNodeStateMachine
Fixes #33245
2019-11-01 21:14:58 +01:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Guilherme Felipe 0fcbf4da8f [StateMachine] Fix play position
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
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.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Guilherme Felipe 771fbd282a Show play position of sub state machine
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
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
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
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
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz 08bde5b2de Misc. typos
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
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:
-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
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