Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-02-16 | Updat polygons when skeleton setup changes, fixes #25949 | Juan Linietsky | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-18 | Skeleton2D was missing transform notification, fixes #18719 | Juan Linietsky | |
2018-08-21 | Fix arg name in docs, some copy-paste errors | Poommetee Ketson | |
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-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. | |||
2018-05-31 | Style: Apply clang-format (5.0) to some missed files | Rémi Verschelde | |
2018-05-16 | Add missing copyright headers | Guilherme Felipe | |
2018-05-04 | Made bone handling for actual Bone2D a special case. Make custom bones ↵ | Juan Linietsky | |
appear like a custom (less important) option now. | |||
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-05-02 | WIP Polygon2D weight editing | Juan Linietsky | |
2018-02-21 | 2D Skeletons WORK IN PROGRESS | Juan Linietsky | |