Commit graph

28 commits

Author SHA1 Message Date
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde ba177ccaec doc: Misc updates for AnimationNode* and others
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
  * Make `AnimationNodeTransition.input_<number>` properties internal
    so that they don't appear in the docs. They still appear in the
    inspector based on the actual number of inputs requested.
  * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
    particles in `ParticlesMaterial`, and thus only relevant for
    `CPUParticles3D`.
2020-01-23 12:37:33 +01:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio aba157865a
Add missing semicolons to BIND_ENUM_CONSTANT macro uses 2019-10-02 09:57:12 +02:00
qarmin 8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
volzhs eea3bddd1d Set initial value for autorestart_random_delay of AnimationNodeOneShot 2019-04-11 14:56:38 +09:00
PouleyKetchoupp dafd7768ab Fixed uninitialized xfade in AnimationNodeTransition 2019-04-08 17:13:30 +02:00
Juan Linietsky b3335e943b Implement missing autorestart in oneshot node, closes #22238 2019-01-25 18:15:29 -03:00
volzhs 153a3146d0 AnimationNodeTransition name begins from 0
and added "state" string for default name not to confuse it as number
2019-01-09 14:44:41 +09:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde 173b342ca7 Remove trailing whitespace
With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'`
(+ manual revert of some thirdparty code under `platform/android`).
2018-11-20 11:15:02 +01:00
Juan Linietsky 531dc2f435 Proper time tracking in AnimationNodeAnimation, closes #22887 2018-11-08 16:51:45 -03:00
Wilson E. Alvarez 71df4caf8f
Removed unnecessary assignments 2018-11-04 22:19:30 -05:00
Rémi Verschelde 9eb4d4ab2d Add missing copyright headers 2018-08-29 22:41:17 +02:00
Juan Linietsky bffaa835fc -Fix blend tree rename, closes #20210
-Fixed activity lines in blend tree
2018-08-23 16:44:10 -03:00
Juan Linietsky 031f763d4f Crash fixes for material and animtree 2018-08-20 16:35:36 -03:00
Juan Linietsky c7e4527a88 Massive rewrite to AnimationTree. Many APIs changed in order to:
-Reuse resources
-Expose properties in AnimationTree
2018-08-20 13:39:16 -03:00
Fabio Alessandrelli d4465fce43 Fix some enum export in new Animation editor. 2018-07-08 10:24:21 +02:00
Juan Linietsky 2dc738ce27 -Fixes to how hashing happened, now StringName and NodePath use default hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
2018-07-02 15:08:35 -03:00
Juan Linietsky eeab3502d5 Changes to how node paths are selected from property, allowing setting a hint. 2018-06-27 20:50:25 -03:00
Juan Linietsky 8c7da84e1e renamed AnimationGraphPlayer to AnimationTree 2018-06-25 18:40:24 -03:00
Juan Linietsky a0719533bd Animation Blend Spaces 2018-06-21 15:46:11 -03:00
Juan Linietsky 0a1c1c660f -Added AnimationGraphPlayer (still missing features)
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-06-18 22:12:08 -03:00