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path: root/scene/2d/skeleton_2d.cpp
AgeCommit message (Collapse)Author
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.
2019-07-09Improve the node configuration warning displayHugo Locurcio
- Refer to properties explicitly when possible - When multiple warnings are returned, always separate them by one blank line to make them easier to distinguish - Improve grammar and formatting
2019-02-16Updat polygons when skeleton setup changes, fixes #25949Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-18Skeleton2D was missing transform notification, fixes #18719Juan Linietsky
2018-08-21Fix arg name in docs, some copy-paste errorsPoommetee Ketson
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-05-31Style: Apply clang-format (5.0) to some missed filesRémi Verschelde
2018-05-16Add missing copyright headersGuilherme Felipe
2018-05-04Made bone handling for actual Bone2D a special case. Make custom bones ↵Juan Linietsky
appear like a custom (less important) option now.
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-05-02WIP Polygon2D weight editingJuan Linietsky
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky