Commit graph

281 commits

Author SHA1 Message Date
kobewi
ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Aaron Franke
8893b2bdb4
Clean up mesh include code and comments 2022-08-20 13:24:40 -05:00
Yuri Sizov
1362bc22bd Add tests for empty/unnamed arguments to ClassDB, Variant, GDScript 2022-08-08 16:36:01 +03:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Hugo Locurcio
aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
Silc Renew
dde235ad82 add position track normalization & post process key value for retarget 2022-07-26 18:48:08 +09:00
Silc Renew
e27119a51f Fix initial value of TRS3DTrack cache in AnimationPlayer 2022-07-26 05:32:26 +09:00
MinusKube
a73882305c Fix animation player crashing when caching disabled tracks 2022-06-29 06:18:45 +02:00
Rémi Verschelde
64918e4ae9
Merge pull request #62337 from reduz/respect-disabled-animation-tracks
Respect disabled animation tracks
2022-06-23 09:13:54 +02:00
reduz
11805ac01d Respect disabled animation tracks
Fixes #25537, supersedes #60509
2022-06-23 08:35:34 +02:00
reduz
df6cd650d1 Fix animation reset on save
Old (prototype) name was left in code

Supersedes #60565
2022-06-23 07:49:41 +02:00
Haoyu Qiu
74e15ea35f Remove argument option for the remove_animation that no longer exists 2022-06-19 11:08:19 +08:00
FireForge
4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
SnailRhymer
b0e31eeb4a Remove configuration warning from AnimationPlayer
Remove warning about animations in different libraries having the same name, since shared names are fine.

Also fix missing vformat argument when setting the name of an animation to one that does conflict with an animation in the same library.
2022-05-24 13:22:16 +01:00
Rémi Verschelde
bd8d91254c
Merge pull request #61106 from snailrhymer/animation-library-fixes
Fix errors and improve UX relating to new animation libraries
2022-05-24 10:51:31 +02:00
Aaron Record
900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
Rémi Verschelde
5b3d596285
Merge pull request #60774 from TokageItLab/root-seek-mode
Fixed broken root motion calculation in internal process of `AnimationBlendTree` such as `NodeOneShot`
2022-05-18 15:24:21 +02:00
SnailRhymer
d79818acb6 Fix errors and improve UX relating to new animation libraries
- Fix a bug causing an error message when a scene containing an AnimationPlayer with a reset track is saved, by correctly referencing the temporary "default" library.
- Make library dropdown in new animation window assign correct library when creating an animation.
- Similarly allow choice of library when duplicating animation.
- Make library dropdown default to library of currently selected animation.
- Make library dropdown show when exactly one library exists, and it isn't [Global]. Include [Global] on the dropdown in this case (will be newly created if dialog is confirmed).
- When appending (x) to avoid New Anim name collisions, correctly check target library instead of [Global].
- Add parentheses when appending x when duplicating animations in the library editor, for consistency.
- Change titles and prompts to be distinct in name/rename/duplicate dialiogs.
- Fix bug in OprionButton.get_selectable_item(true) when last is not selectable.
- Fix issues where animation wasn't found on deletion/rename by correctly prepending library name.
- Remove an extraneous print_line from animation_track_editor.
- Add messages to errors when an animation isn't found.
2022-05-17 00:02:51 +01:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Silc Renew
ba8398f270 Fixed delta & Implement selection of whether or not to seek root 2022-05-09 08:28:32 +09:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
reduz
6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00
Rémi Verschelde
7119d355eb String: Remove TTR and DTR defines in non-tools build
This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
reduz
21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Rémi Verschelde
0f5455230c
Use switch consistently in _notification (scene folder) 2022-02-15 18:44:55 +01:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Rémi Verschelde
1b10d700de
Merge pull request #56195 from Zylann/anim_key_error_message 2022-01-07 00:46:15 +01:00
Marc Gilleron
5e86683df2 Added key name to error message about key not being valid 2022-01-05 19:36:10 +00:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
kobewi
9cb66cac2d Add a constant StringName for RESET animation 2021-12-06 12:26:42 +01:00
Rémi Verschelde
06a33e590f
Merge pull request #53819 from TokageItLab/re-implement-ping-pong
Reimplement ping-pong animation and reverse playback
2021-11-09 22:11:04 +01:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Silc 'Tokage' Renew
953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
reduz
d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
reduz
ae1c016547 Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-16 08:36:05 -03:00
reduz
ec19ed3723 Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.

This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:

* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.

*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
Juan Linietsky
610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Tokage
372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Rémi Verschelde
b85dfd990e
GDScript completion: Handle quote style ad-hoc to remove editor dependency
`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.

Also cleans up a couple extra unused invalid includes in `core`.
2021-10-04 16:16:05 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Espeute Clement
aa72af4f46
Fixed Animation Playback Track not seeking properly
Fixes #38093.
2021-09-15 10:02:11 +02:00
Rémi Verschelde
81512a3732
Style: Cleanup code using text_editor/completion/use_single_quotes 2021-08-13 21:27:57 +02:00
Aaron Franke
430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Aaron Franke
78d33a6e24
Use doubles for time in animation code 2021-08-09 14:04:25 -05:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Rémi Verschelde
b4baec08cf
Merge pull request #50206 from groud/undoredo_increase_args_count
Increase the number of arguments accepted by UndoRedo methods
2021-07-20 09:50:01 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Gilles Roudière
2f9a0268dd Increase the number of arguments accepted by UndoRedo methods 2021-07-06 18:52:28 +02:00
reduz
75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Aaron Franke
8b692e8872
Add PROPERTY_USAGE_NONE and use it 2021-06-17 19:10:26 -04:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
bbd49dec23
Disable Skeleton3D when compiling without 3D
Make animation code not depend on Skeleton3D or even Node3D
2021-06-04 08:33:50 -04:00
Aaron Franke
125d1a7cd3
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D 2021-06-03 21:11:54 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
reduz
083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
reduz
1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
e8f73124a7
Merge pull request #45845 from qarmin/cppcheck_scene_2
Initialize class variables with default values in scene/ [2/2]
2021-02-10 20:06:12 +01:00
Pedro J. Estébanez
fbb37196fd Fix animation reset-on-save on inactive scene tabs 2021-02-09 21:41:48 +01:00
Rafał Mikrut
7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Rafał Mikrut
003bb8e1a8 Initialize class variables with default values in scene/ [1/2] 2021-02-07 22:29:31 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
09212fba1e
Fix missed renamings from empty() to is_empty()
Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
Pedro J. Estébanez
b7367ac426 Add animation reset track feature
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-20 12:45:08 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Pedro J. Estébanez
826af5b28a Fix premature end of animation playing backwards 2020-10-10 21:37:28 +02:00
Duroxxigar
8bfeb9d6ae Added a more helpful error message when there is no current animation for the animation player 2020-10-06 01:21:23 -04:00
Rémi Verschelde
810aefb3ed
Merge pull request #40063 from RandomShaper/clean_blend_times
Ignore (clean) blend times for non-existent animations
2020-07-03 07:51:22 +02:00
Pedro J. Estébanez
fdf1977e8f Ignore blend times for inexistent animations 2020-07-02 19:22:09 +02:00
Rémi Verschelde
b65ebfc7e7
Merge pull request #36879 from ThakeeNathees/animation-autocomplete-bug-fix
Fix: animation autocomplete bug fixed
2020-07-02 09:06:47 +02:00
Tomasz Chabora
642d91381a Restore capture caches when missing 2020-06-05 23:26:25 +02:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
69f36cea8c Revert "Emit signal when animation ends by seek"
This reverts commit bf1cc116e1.

This needs more discussion to avoid breaking some users' expectations.
See #38086 for arguments.
2020-05-04 16:09:19 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
volzhs
bf1cc116e1 Emit signal when animation ends by seek 2020-04-22 00:45:44 +09:00
Rémi Verschelde
ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
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
Thakee Nathees
b07e788ad9 animation autocomplete bug fixed 2020-03-07 14:52:53 +05:30
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +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
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
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
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +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
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00