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path: root/editor/animation_bezier_editor.cpp
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2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-11Texture refactorJuan Linietsky
-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
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-09-25Fixed missing argument for clear_selection signal in Bezier Curve editorPouleyKetchoupp
Also removed unused clear_selection signal in Animation Track editor (never emitted) Fixes #32348
2019-09-06Animation Bezier Editor : fix double inserts on undoValentin Zagura
2019-09-03Merge pull request #31916 from puthre/bezier_editor_zoomRémi Verschelde
Animation Bezier Editor - fixed vertical zoom around mouse
2019-09-03Animation Bezier Editor - fixed vertical zoom around mouseValentin Zagura
Fixed vertical zoom so it zooms around the mouse cursor not around the center of the window.
2019-08-30Animation Bezier Editor: Extended zoom in and zoom out limits and fixed ↵Valentin Zagura
guide lines to accomodate sub unit steps and steps other than powers of 5
2019-07-01Remove unnecessary code and add some error explanationsqarmin
2019-04-30Fixed a few issues with the bezier animation track editor, fixed the Travis ↵Ben Hickling
CI errors, added TTR to bezier value labels and rounded them to 3 decimal points
2019-02-21Make translatable some undo/redo operations in the editorMichael Alexsander Silva Dias
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-18Change color of AnimationPlayer curve to "highlight"Mateus Felipe C. C. Pinto
This is to be consistent with Curve editor and to be less confusing related to tangent lines color.
2018-09-14Refactor editor icon retrievalwillnationsdev
2018-08-29Add missing copyright headersRémi Verschelde
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky