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path: root/scene/3d/skeleton_3d.h
AgeCommit message (Collapse)Author
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-04Disable Skeleton3D when compiling without 3DAaron Franke
Make animation code not depend on Skeleton3D or even Node3D
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-24Unexpose methods and property for binding children to BonesMarcel Admiraal
2021-05-08Fixes the SkeletonIK twisting issue by using the skeleton global pose ↵TwistedTwigleg
without overrides
2021-04-01Merge pull request #42827 from lyuma/rename_bones_blendshapesRémi Verschelde
Allow renaming bones and blendshapes.
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-15Allow renaming bones and blendshapes.Lyuma
2020-06-15Made low level changes to the Skeleton3D class and Skeleton3D inspector. ↵TwistedTwigleg
Changes listed below: * Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa. * Updated the Skeleton3D class reference. * Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon. * Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible. * Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
2020-05-22Custom Skeleton3DEditorPluginK. S. Ernest (iFire) Lee
Co-authored-by: Marios Staikopoulos <marios@staik.net>
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.
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.