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AgeCommit message (Collapse)Author
2021-06-04Disable Skeleton3D when compiling without 3DAaron Franke
Make animation code not depend on Skeleton3D or even Node3D
2021-06-03Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-25Tweak dozens of editor property hints for consistencyHugo Locurcio
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
2021-05-09Merge pull request #41416 from TokageItLab/fix_animation_tree_cacheRémi Verschelde
fix unintentional object rotation by anim tree
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-03-21Rename Array.invert() to Array.reverse()Marcel Admiraal
Does the same internally for List and Vector<>, which includes all PackedArray types.
2021-03-17Check AnimationNode to update propertiesKongfa Waroros
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-03fix no tween repeat after stop_all() and start() againjmb462
2021-02-24Tween: Add null check for target objectChristoffer Sundbom
Fixes #45399.
2021-02-19Merge pull request #45990 from charles-l/masterRémi Verschelde
improve error message when travel() is called on an AnimationNodeStateMachine when the state machine is not playing
2021-02-18Refactor Process Modereduz
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-15improve error message when travel() is called on an ↵nc
AnimationNodeStateMachine when the state machine is not playing
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Merge pull request #45845 from qarmin/cppcheck_scene_2Rémi Verschelde
Initialize class variables with default values in scene/ [2/2]
2021-02-09Fix animation reset-on-save on inactive scene tabsPedro J. Estébanez
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-02-04Use the blend parameter passed to blend_animation during graph processingmuiroc
2021-01-02Merge pull request #42188 from ↵Rémi Verschelde
Eoin-ONeill-Yokai/animationstateplayback/missing_binds AnimationStateMachinePlayback: Added Missing Method Bindings
2021-01-01StateMachinePlayback: Added missing bindings to `get_current_play_pos` and ↵Eoin O'Neill
`get_current_length`. This allows the user to query the AnimationNodeStateMachinePlayback's current play position and total length of current animation state. These methods are currently used in the editor plugin, but can also be useful for querying general playback state information. Added documentation for AnimationNodeStateMachinePlayback's `get_current_play_position`
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 🎆
2020-12-29Fix missed renamings from empty() to is_empty()Rémi Verschelde
Those were missed in #44401 or added by later PRs.
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-20Add animation reset track featurePedro J. Estébanez
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-05Remove connect *_compat methodsAaron Franke
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-17fix unintentional object rotation by animation treeTokage
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
2020-11-01Merge pull request #42703 from RandomShaper/fix_anim_backwardsRémi Verschelde
Fix premature end of animation playing backwards
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-10Fix premature end of animation playing backwardsPedro J. Estébanez
2020-10-06Added a more helpful error message when there is no current animation for ↵Duroxxigar
the animation player
2020-10-01Merge pull request #38743 from arrowinaknee/node-config-warningsRémi Verschelde
Update all get_configuration_warning() to retrieve warnings from the parent
2020-07-20Merge pull request #39801 from ChristopheLY/tween-bool-stateRémi Verschelde
bug with Tween.is_active, fixes #39760
2020-07-20bug with Tween.is_active, fixes #39760Chistpohe LY
2020-07-10Add override keywords.Marcel Admiraal
2020-07-03Merge pull request #40063 from RandomShaper/clean_blend_timesRémi Verschelde
Ignore (clean) blend times for non-existent animations
2020-07-02Ignore blend times for inexistent animationsPedro J. Estébanez
2020-07-02Merge pull request #36879 from ThakeeNathees/animation-autocomplete-bug-fixRémi Verschelde
Fix: animation autocomplete bug fixed
2020-06-05Restore capture caches when missingTomasz Chabora
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-16Update all get_configuration_warning to retrieve warnings from the parentArrowInAKnee
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
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.