Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-09-12 | Misc. typos | luz.paz | |
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"` | |||
2018-08-29 | Add missing copyright headers | RĂ©mi Verschelde | |
2018-08-25 | Fix advancing based on condition in AnimationNodeStateMachinePlayback | Andy Brenneke | |
2018-08-24 | Remove unnecessary print with AnimationNodeStateMachinePlayback | volzhs | |
2018-08-21 | Fix arg name in docs, some copy-paste errors | Poommetee Ketson | |
2018-08-20 | Massive rewrite to AnimationTree. Many APIs changed in order to: | Juan Linietsky | |
-Reuse resources -Expose properties in AnimationTree | |||
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. | |||
2018-07-08 | Fix some enum export in new Animation editor. | Fabio Alessandrelli | |
2018-06-25 | renamed AnimationGraphPlayer to AnimationTree | Juan Linietsky | |
2018-06-25 | removed print | Juan Linietsky | |
2018-06-25 | State machine animation node | Juan Linietsky | |