Commit graph

47 commits

Author SHA1 Message Date
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
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
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Rémi Verschelde
40d1b0bfdb
Merge pull request #35906 from muiroc/anim_node_value_bug
Pass missing args in AnimationNode script calls
2020-02-06 11:38:31 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
muiroc
ed3a8cc83d pass missing args in AnimationNode script calls 2020-02-04 17:45:48 +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
Juan Linietsky
d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
Robin Hübner
4817595c0e
fix otherwise unitialized variables, found in #31694 2019-08-27 17:13:08 +02:00
Hugo Locurcio
ff7184c5cb
Improve the node configuration warning display
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
  blank line to make them easier to distinguish
- Improve grammar and formatting
2019-07-09 00:18:00 +02:00
Rémi Verschelde
6d16f2f053 Fix error macro calls not ending with semicolon
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.
2019-06-11 14:49:34 +02:00
qarmin
66a36ba474 Fix some unincialised variables 2019-05-28 19:12:19 +02:00
Rémi Verschelde
36a54ffebb
Merge pull request #27577 from guilhermefelipecgs/continuation_of_27562
Continuation of #27562
2019-04-21 13:16:35 +02:00
PouleyKetchoupp
66e07a2ec6 Fixes caches_cleared signal discrepancies in AnimationTree (fixes #25460) 2019-04-10 16:25:18 +02:00
Rémi Verschelde
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Guilherme Felipe
dbda5b6700 Continuation of #27562
[AnimationTree] Fix scale interpolation
2019-04-05 15:41:37 -03:00
Guilherme Felipe
45d97b9860 Fix wrong blend of animation tree
Interpolation cannot use zero values, must use the values from the
animation to be blended.
2019-03-31 17:12:24 -03:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
c3b0ee5941 Fix code style issues 2019-01-26 22:35:31 +01:00
Juan Linietsky
c743da100d Avoid crashing in #23302 2019-01-25 09:09:32 -03:00
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
f30745bd85 Fixup to typo and indentation in 81c86e8 2018-11-26 11:21:06 +01:00
Juan Linietsky
81c86e8047 Improved bindings and added documentation for AnimationNode, closes #20720 2018-11-25 16:57:23 -03:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
9eb4d4ab2d Add missing copyright headers 2018-08-29 22:41:17 +02:00
Rémi Verschelde
0b67d1665d Style: Fix previous commits from @reduz 2018-08-24 16:50:29 +02:00
Juan Linietsky
f6c0a3fce9 Property clear caches in animationtree if animatioplayer is modified. Fixes #19876 2018-08-24 11:41:46 -03:00
Juan Linietsky
bffaa835fc -Fix blend tree rename, closes #20210
-Fixed activity lines in blend tree
2018-08-23 16:44:10 -03:00
Rémi Verschelde
404ee1a56b Style: Fix issues that went past CI 2018-08-21 21:28:06 +02:00
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
Saracen
c55e269bfa Add method to manually advance AnimationTree and manual process mode. 2018-08-02 08:29:51 +01:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
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.
2018-07-26 00:54:16 +02:00
Fabio Alessandrelli
d4465fce43 Fix some enum export in new Animation editor. 2018-07-08 10:24:21 +02:00
Juan Linietsky
896e250f2b -Fix in animationplayback, sound would be cut on loop
-Fix on scene importer, keeping changes to animation tracks was not working
2018-07-01 17:45:19 -03:00
Juan Linietsky
0ffec7daf7 Small fixes 2018-06-29 09:13:39 -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
9bab5134cf The way multiple quaternions being slerped was not good, changed approach to one that seems to work better. 2018-06-27 16:30:48 -03:00
Rémi Verschelde
be9731459a Style: Apply clang-format to animation_tree.cpp
Fixes issues introduced in c633b77 and de1ff22.
2018-06-27 08:36:26 +02:00
Juan Linietsky
de1ff22eae change node graph property and improved some bindings 2018-06-27 03:00:08 -03:00
Juan Linietsky
c633b770cb -Add root motion support in AnimationTree.
-Add RootMotionView, to debug root motion in 3D (disabled in runtime)
2018-06-26 19:06:16 -03:00
Juan Linietsky
8c7da84e1e renamed AnimationGraphPlayer to AnimationTree 2018-06-25 18:40:24 -03:00
Renamed from scene/animation/animation_graph_player.cpp (Browse further)