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path: root/editor/plugins/animation_player_editor_plugin.cpp
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* Fix translate messages for new AnimationPlayerGuilherme Felipe2018-06-081-4/+4
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-125/+128
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* -New inspector.Juan Linietsky2018-05-151-2/+2
| | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* Made the Pin button disable when no AnimationPlayer is selected.Michael Alexsander Silva Dias2018-04-271-0/+1
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* Fixed deleting an animation marked to autoplay in the editor affecting the ↵Michael Alexsander Silva Dias2018-04-271-0/+6
| | | | creation of one with the same name.
* Numerous changes to the Animation Editor.Michael Alexsander Silva Dias2018-04-261-7/+10
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* Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-1/+1
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* Use radio-button-like menu entries where applicablePedro J. Estébanez2018-03-271-3/+3
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* AnimationPlayer: fix scrubbing after play backwardsBernhard Liebl2018-03-091-0/+1
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* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-4/+4
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Fix an issue with the animation editor not seeking to the target time properly.Bojidar Marinov2018-01-141-13/+11
| | | | Fixes #15646.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-2/+4
| | | | | | | 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
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Dictionary::copy -> ::duplicateWill Nations2017-12-171-3/+3
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* Implement onion skinning for the animation editorPedro J. Estébanez2017-11-251-2/+450
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* Added and improved some icons, plus some other minor visual fixes.Daniel J. Ramirez2017-10-121-1/+1
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* Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere2017-09-221-1/+1
| | | | set_anchors_and_margins_preset(PRESET_WIDE)
* Rename pos to position in user facing methods and variablesletheed2017-09-201-6/+6
| | | | | | | | | | | 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.
* Fixed a lot of HiDPI metrics.Daniel J. Ramirez2017-09-181-2/+0
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* update icons for animation_player_plugin (top bar)toger52017-09-091-56/+62
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* Dead code tells no talesRémi Verschelde2017-08-271-65/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Cleanup tons of obsolete commented out codeRémi Verschelde2017-08-261-5/+0
| | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
* Editor: Add some more translatable strings.Andreas Haas2017-08-251-1/+0
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-5/+5
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* fixed loading old theme styleboxestoger52017-08-081-1/+1
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* Revert "fixed loading old theme styleboxes"Juan Linietsky2017-08-071-1/+1
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* fixed loading old theme styleboxestoger52017-08-051-1/+1
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* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+2
| | | | -Added system for feature overrides, it's pretty cool :)
* Animation Editor: Fix trying to stop playback without player.Andreas Haas2017-07-011-0/+4
| | | | Fixes #9280
* Fixed ‘CreateNewAnimation’ window wrong size.ageazrael2017-06-161-8/+7
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-6/+7
| | | | this might cause bugs I haven't found yet..
* New customizable editor themevolzhs2017-05-091-8/+0
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* Revert "Add new editor and default theme (WIP)"volzhs2017-05-031-8/+12
| | | | This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
* Add new editor and default theme (WIP)Daniel J. Ramirez2017-04-271-12/+8
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-3/+3
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-443/+347
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+1604
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.