Age | Commit message (Collapse) | Author |
|
Make is_equal_approx separate and make == exact again
|
|
Animation, to "track_idx"
|
|
Internal changes only
|
|
Related to #22988 (Fixes the holes in the shape of
the first comment)
|
|
|
|
|
|
Fixes minor issues found by static analyzer
|
|
|
|
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
|
|
Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node`
|
|
|
|
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
|
|
|
|
Do precision comparison to prevent the creation of keyframes with a time that already exists
|
|
|
|
that already exists.
|
|
|
|
|
|
Replace a few #if/#elif with #ifdef and "#elif defined"
|
|
|
|
track update mode.
(cherry picked from commit 589c5698a0808fb2ad9f240d65c1f44ad6544834)
|
|
|
|
|
|
Fixes #25316.
|
|
-Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer
-Added missing emit_changed whe modifying keys to Animation
-Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references
-Changed AnimationEditor to update the current track when keys are edited
-Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated)
-Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
Fixes #23504
|
|
|
|
Misc. typos
|
|
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
|
|
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
|
|
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
Fixes #12973.
|
|
Prior to this, the value assumed for the interval between the start of the track and the first frame would be the one of the first key if
- *seeking/playing a continuous track*;
- *seeking a discrete track*.
And the first key would be ignored until reached -thus not modifying the target property/transform- in the remaining case; namely, *playing a discrete track*.
In other words, the inner workings of the animation system considered the unreached first key for interpolation but not for a query of every key inside a time range.
With this changes, the first key is only considered is the animation is looped and ignored otherwise. That way, in order to have a start value, you'll need an explicit key at the very beginning of the track, while having the flexibility of the animation player not touching the target value until the first key is reached.
This corresponds to the point 1) of #10752.
|
|
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
|
|
The second in my quest to make Godot 3.x compile with -Werror on GCC7
|