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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-355/+0
| | | | | | 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.
* Finish renaming *Frame GUI classes to *RectRémi Verschelde2017-01-141-1/+1
| | | | | ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Add clamp and wrap loop modes for animation tracks.Juan Linietsky2017-01-091-0/+3
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* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Show a warning that an animation must be selected in order to edit it. Avoid ↵Juan Linietsky2016-07-221-0/+2
| | | | copying/pasting if no anim selected. Closes #5799
* Added popup menu for animation key right-clickmarcelofg552016-06-181-0/+9
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* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* -Make sure to properly use node path from animation track as base path, ↵Juan Linietsky2016-01-311-1/+1
| | | | fixes #3448
* Fix animation toolbarFranklin Sobrinho2016-01-271-1/+1
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* -Massive editor dialog cleanupJuan Linietsky2016-01-171-2/+2
| | | | -Added a bottom menu list
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-0/+8
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* Split up AnimationPlayer tracks editor `Tracks` buttoneska2015-11-181-3/+5
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* -fix compile issue (pow)Juan Linietsky2015-08-301-1/+5
| | | | -ask user for track to call nodes when adding call track
* improved animation editorJuan Linietsky2015-05-251-4/+25
| | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Completely removed EmptyControl (but added fallback), closes #1017Juan Linietsky2015-01-031-2/+2
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* 3D Import Import & UDPJuan Linietsky2014-11-121-0/+6
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+300