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path: root/editor/animation_track_editor.cpp
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2022-03-09Merge pull request #58929 from reduz/remove-variant-arg-macrosRémi Verschelde
Remove VARIANT_ARG* macros
2022-03-09Remove VARIANT_ARG* macrosreduz
* Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-07Add missing i18n to various stringsHaoyu Qiu
2022-03-06Remove duplicate editor settings definitionskobewi
2022-03-06Remove set_as_minsize()kobewi
2022-02-16Port existing _notification code to use switch statements (part 1/3)jmb462
2022-02-15Merge pull request #57877 from bruvzg/subpixel_gl_posRémi Verschelde
2022-02-13Fix AnimationTrack mouse wheel zooming at low zoom leveljmb462
2022-02-12Add sub-pixel glyph positioning support.bruvzg
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-10Fix selecting keys in Track EditFrancois Belair
2022-02-09Implement drawing and editing all anim beziersFrancois Belair
* Move bezier edit from track to button in toolbar * Draw, edit all bezier curves simultaneously * Add click on curve to select tracks * Tie track editor's filter view to bezier editor * Implement visibility and locking * Fix editor spacing issues * Fix track buttons spacing * Add keyframe focus and (de)select all key handling
2022-02-09Merge pull request #55899 from groud/fix_rotation_track_wrong_typeRémi Verschelde
Fixes rotation 3D track inspector not using the correct type
2022-02-08Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde
This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
2022-02-06Add missing SNAME macro optimization to all theme methods calljmb462
2022-02-06Add missing SNAME macro optimization in some function callsjmb462
2022-02-03Remove get_focus_owner() from Control, replaced by ↵Gilles Roudière
get_viewport()->gui_get_focus_owner()
2022-02-02Vectors: Use clear() and has().Anilforextra
Use clear() instead of resize(0). Use has() instead of "find(p_val) != -1".
2022-01-23Minor tweaks and fixes to panningkobewi
2022-01-23Merge pull request #57000 from KoBeWi/UNLIMITED_PANNINGRémi Verschelde
2022-01-21Add ViewPanner to 2D editorkobewi
2022-01-20Merge pull request #51452 from omar-polo/fix-macrosRémi Verschelde
2022-01-20Rename or refactor macros to avoid leading underscoresOmar Polo
These are not used consistently and some can conflict with system-specific defines. While here, also delete some unused macros.
2022-01-20Store panels and docks singletons in their own classestrollodel
2022-01-19[Editor] Move some animation specific keying logic out of inspector.Fabio Alessandrelli
Most of the custom logic to handle special keying cases is now inside the AnimationPlayerEditorPlugin. The EditorInspector now emits a signal when inspecting a new object.
2022-01-14Add ViewPanner to more editorskobewi
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2022-01-03Merge pull request #55487 from YeldhamDev/scroll_bikesheddingRémi Verschelde
2021-12-13Fixes rotation 3D track inspector not using the correct typeGilles Roudière
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-09align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke
2021-12-07ScrollContainer's scrollbar visibility is now enumkobewi
2021-12-06Merge pull request #55662 from ↵Rémi Verschelde
KoBeWi/update_minimum_size_changed_to_update_minimum_size
2021-12-06Fix error when adding RESET key for new trackkobewi
2021-12-06Merge pull request #52280 from ↵Rémi Verschelde
jmb462/fix-bad-popup-offset-with-single-window-off
2021-12-06Fix bad popups offset in editor with single window offjmb462
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com> Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-12-06Rename minimum_size_changed() methodkobewi
2021-12-06Allow to add RESET values from existing keyskobewi
2021-12-06Add a constant StringName for RESET animationkobewi
2021-11-30Rename all methods that return `ScrollBar` nodes to `get_*_scroll_bar()`Michael Alexsander
2021-11-16Make bezier handle type a property of keyframes, update interfaceNathan Lovato
- Replaced unused code related to old close icon with a button - Add bezier handle options to right-click menu - Remove mirror handle mode, only keep balanced - Update animation reference
2021-11-15Use a different icon for eased keyframes in the animation editorHugo Locurcio
This makes easing tracks easier to recognize, in a way similar to curved lines in the Path2D editor.
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-03reimplement ping-pongSilc 'Tokage' Renew
2021-10-25Merge pull request #54050 from reduz/animation-compressionRémi Verschelde
2021-10-24Fix max argument count on AnimationTrackEdit spinboxWilson E. Alvarez
2021-10-23Fixed animation insertion in SkeletonEditorSilc 'Tokage' Renew
2021-10-21Implement Animation Compressionreduz
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different). * Implement bitwidth based animation compression (see animation.h for format). * Can compress imported animations up to 10 times. * Compression format opens the door to streaming. * Works transparently (happens all inside animation.h)
2021-10-16Implement Animation Blend Shape Tracksreduz
* New track type BLEND_SHAPE * Blend shapes are imported via this new track type * Processing is more optimized (no longer relies on variants) * Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes) * Promo: Fixed a small bug in gizmo updating in Node3D that affected performance Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-12Remove animation 3D transform track, replace by loc/rot/scale tracks.reduz
* `Animation.TYPE_TRANSFORM3D` track is gone. * Added POSITION_3D, ROTATION_3D, SCALE_3D tracks. * GLTF2, Collada, FBX importers will only import the track types found. * Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed. * AnimationPlayer and AnimationTree animate these tracks separately, only when found. * Removed BakeReset code, is useless with these changes. This is the first in a series of commits designed to make the animation system in Godot more useful, which includes: * Better compatibility with Autodesk products * Better reusability of animations across models (including retargeting). * Proper animation compression. * etc. *Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.