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path: root/editor/animation_track_editor.h
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2020-06-19Remove ToolButton in favor of ButtonHugo Locurcio
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-23Signals: Make callbacks non-const, callable_mp can't handle itRémi Verschelde
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
2020-01-01Update 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.
2019-11-17Fix animation key snapping at high zoomsTomasz Chabora
2019-10-21Enhancements and fixes for the animation editor's copy track dialogMichael Alexsander
2019-09-20Merge pull request #32129 from YeldhamDev/fix_track_removal_errorsRémi Verschelde
Fix errors in the animation editor when removing tracks via undo/redo
2019-09-13Fix errors in the animation editor when removing tracks via undo/redoMichael Alexsander Silva Dias
2019-09-04Add informational messages to various editorsMichael Alexsander Silva Dias
2019-08-06Improve snapping in the animation editorHugo Locurcio
Snapping can now be toggled temporarily by holding the Ctrl key. Toggling timeline snapping is now done with the "Snap" checkbox rather than by setting the animation's "Step" setting to 0. The timeline cursor can no longer exit the animation's boundaries if the animation's "Step" is set to 0.
2019-07-22Make possible to edit multiple keys in an animation againMichael Alexsander Silva Dias
2019-07-04Use CheckBoxes in the editor instead of CheckButtons when applicableHugo Locurcio
CheckButtons should only be used if toggling them has an immediate effect. Otherwise, CheckBoxes should be used.
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-23Display invalid value keys in AnimationTrackEditRémi Verschelde
Godot 2.1 and 3.0 had this feature but it was lost in the rewrite of the animation editor in 3.1. Drop unused KeyValid icon, since all valid keys now have a custom type icon.
2019-06-19Merge pull request #27188 from samH-FIT/MacroUpdateRémi Verschelde
Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
2019-06-19Merge pull request #29899 from Chaosus/select_all_tracksRémi Verschelde
Added button to select all tracks in track copy dialog
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-19Added button to select all tracks in track copy dialogChaosus
2019-06-19Fix animation keys selection with SHIFT/CTRL Chaosus
2019-05-27Make animation editor change tracks positions instead of swapping themMichael Alexsander Silva Dias
2019-04-30Warn when opening imported anim in AnimationPlayerhomer666
2019-04-14Add support for FPS snap in Animation Editor.Juan Linietsky
2019-03-06Safer way to update animation if changed, fixes #26670Juan Linietsky
2019-03-03Implement a more coherent (and way less hack) way to block animation ↵Juan Linietsky
updates, fixes #24618
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-08-29Add missing copyright headersRémi Verschelde
2018-06-08Bit more of visual polishJuan Linietsky
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky