Age | Commit message (Collapse) | Author |
|
They are based on:
- Boolean arithmetic simplifications
- setting variables that are not accessed
- constant variables
|
|
|
|
- Ensure all strings with ellipsis end with 3 periods instead of 2.
- Fix extraneous period in "Error calling from signal '...' to callable"
messages.
|
|
A Vector<>-variant can't be used in an Object::cast_to, because
Vector doesn't inherit from Object and this cast always returns a nullptr.
This patch replaces the Object::cast_to and accesses the contained
Vector directly.
|
|
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
|
|
change warnings=all to use /W4.
|
|
Part of #66537.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Co-authored-by: Razoric480 <razoric480@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
|
|
|
|
|
|
And disable debug code which was wrongly left enabled.
|
|
|
|
|
|
|
|
|
|
kodiwills/fix-update-mode-not-refreshed-visually-on-undo
|
|
Happy new year to the wonderful Godot community!
|
|
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
|
|
|
|
|
|
|
|
|
|
- Replaced unused code related to old close icon with a button
- Add bezier handle options to right-click menu
- Remove mirror handle mode, only keep balanced
- Update animation reference
|
|
Reimplement ping-pong animation and reverse playback
|
|
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
|
|
|
|
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
|
|
Fixup to #54050, CI's GCC builds didn't catch it.
|
|
|
|
|
|
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).
* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
|
|
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
|
|
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
|
|
NodeAnimation"
|