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-rw-r--r--doc/classes/AnimationTree.xml6
-rw-r--r--doc/classes/RootMotionView.xml9
-rw-r--r--platform/linuxbsd/display_server_x11.cpp10
3 files changed, 19 insertions, 6 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index af7d8d73e8..63460b70c5 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -7,7 +7,7 @@
Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
</description>
<tutorials>
- <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
@@ -24,7 +24,7 @@
<return type="Transform3D">
</return>
<description>
- Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM3D], returns an identity transformation.
+ Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView].
</description>
</method>
<method name="rename_parameter">
@@ -50,7 +50,7 @@
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
- If the track has type [constant Animation.TYPE_TRANSFORM3D], the transformation will be cancelled visually, and the animation will appear to stay in place.
+ If the track has type [constant Animation.TYPE_TRANSFORM3D], the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView].
</member>
<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
The root animation node of this [AnimationTree]. See [AnimationNode].
diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml
index be8d8d0078..e31ea9265e 100644
--- a/doc/classes/RootMotionView.xml
+++ b/doc/classes/RootMotionView.xml
@@ -1,23 +1,32 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RootMotionView" inherits="VisualInstance3D" version="4.0">
<brief_description>
+ Editor-only helper for setting up root motion in [AnimationTree].
</brief_description>
<description>
+ [i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
+ [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script.
</description>
<tutorials>
+ <link title="Using AnimationTree - Root motion">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion</link>
</tutorials>
<methods>
</methods>
<members>
<member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
+ Path to an [AnimationTree] node to use as a basis for root motion.
</member>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
+ The grid's cell size in 3D units.
</member>
<member name="color" type="Color" setter="set_color" getter="get_color">
+ The grid's color.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius">
+ The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
</member>
<member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
+ If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
</member>
</members>
<constants>
diff --git a/platform/linuxbsd/display_server_x11.cpp b/platform/linuxbsd/display_server_x11.cpp
index 8f0742041c..1f9c272fd6 100644
--- a/platform/linuxbsd/display_server_x11.cpp
+++ b/platform/linuxbsd/display_server_x11.cpp
@@ -871,7 +871,9 @@ DisplayServer::WindowID DisplayServerX11::create_sub_window(WindowMode p_mode, V
void DisplayServerX11::show_window(WindowID p_id) {
_THREAD_SAFE_METHOD_
- WindowData &wd = windows[p_id];
+ const WindowData &wd = windows[p_id];
+
+ DEBUG_LOG_X11("show_window: %lu (%u) \n", wd.x11_window, p_id);
XMapWindow(x11_display, wd.x11_window);
}
@@ -1095,6 +1097,8 @@ void DisplayServerX11::window_set_transient(WindowID p_window, WindowID p_parent
WindowID prev_parent = wd_window.transient_parent;
ERR_FAIL_COND(prev_parent == p_parent);
+ DEBUG_LOG_X11("window_set_transient: %lu (%u), prev_parent=%u, parent=%u\n", wd_window.x11_window, p_window, prev_parent, p_parent);
+
ERR_FAIL_COND_MSG(wd_window.on_top, "Windows with the 'on top' can't become transient.");
if (p_parent == INVALID_WINDOW_ID) {
//remove transient
@@ -1109,10 +1113,10 @@ void DisplayServerX11::window_set_transient(WindowID p_window, WindowID p_parent
XSetTransientForHint(x11_display, wd_window.x11_window, None);
- // Set focus to parent sub window to avoid losing all focus with nested menus.
+ // Set focus to parent sub window to avoid losing all focus when closing a nested sub-menu.
// RevertToPointerRoot is used to make sure we don't lose all focus in case
// a subwindow and its parent are both destroyed.
- if (wd_window.menu_type && !wd_window.no_focus) {
+ if (wd_window.menu_type && !wd_window.no_focus && wd_window.focused) {
if (!wd_parent.no_focus) {
XSetInputFocus(x11_display, wd_parent.x11_window, RevertToPointerRoot, CurrentTime);
}