Age | Commit message (Collapse) | Author |
|
Remove VARIANT_ARG* macros
|
|
* 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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* 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
|
|
Fixes rotation 3D track inspector not using the correct type
|
|
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.
|
|
|
|
|
|
get_viewport()->gui_get_focus_owner()
|
|
Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
|
|
|
|
|
|
|
|
|
|
These are not used consistently and some can conflict with
system-specific defines. While here, also delete some unused macros.
|
|
|
|
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.
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
|
|
|
|
|
|
KoBeWi/update_minimum_size_changed_to_update_minimum_size
|
|
|
|
jmb462/fix-bad-popup-offset-with-single-window-off
|
|
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
|
|
|
|
|
|
|
|
|
|
- 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
|
|
This makes easing tracks easier to recognize, in a way similar
to curved lines in the Path2D editor.
|
|
|
|
|
|
|
|
|
|
|
|
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)
|
|
* 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.
|
|
* `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.
|