Commit graph

117 commits

Author SHA1 Message Date
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Silc Renew
2c2e1a7736 added Curve in animation node transition for better control over cros…
Co-authored-by: jeronimo-schreyer <jeronimo.schreyer@gmail.com>
2022-08-18 08:17:30 +09:00
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
Silc Renew
9be288edf9 refactor sync in AnimationTree 2022-07-16 21:45:32 +09:00
Silc Renew
2201c281dd fixed Pingpong animation get snaging on the edge in AnimationTree 2022-06-29 08:39:41 +09:00
FireForge
4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
Haoyu Qiu
fc3b845c07 Add dedicated macros for property name extraction
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-19 14:08:47 +08:00
Silc Renew
ba8398f270 Fixed delta & Implement selection of whether or not to seek root 2022-05-09 08:28:32 +09:00
Haoyu Qiu
6a3bf65657 Fix inversed ADD_GROUP parameters in AnimationNodeOneShot 2022-03-18 12:53:34 +08:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Silc 'Tokage' Renew
1c0b163df5 More time parameters change type float to double 2022-01-27 12:42:46 +09:00
Wysocki Patryk
f16c483c9d
Expose AnimationNodeOneShot::mix_mode as a property
Fixes #23458.
2022-01-25 01:17:21 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
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
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
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
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Lightning_A
e4dfa69bcf Fix non-const iterators in const methods 2021-09-30 15:07:30 -06:00
Rémi Verschelde
be63fdff80
Merge pull request #52605 from TokageItLab/fixed-vtype-in-node-oneshot
Fixed value type and applied small change in `AnimationNodeOneShot`
2021-09-21 10:49:10 +02:00
Silc 'Tokage' Renew
662da453a4 Fixed value type and applied small change in AnimationNodeOneShot 2021-09-13 02:31:57 +09:00
Silc 'Tokage' Renew
02d8166427 fixed AnimationNodeTransition when xfade time is zero 2021-09-11 02:26:40 +09:00
PouleyKetchoupp
aae50da074 Fix AnimationBlendTree reset on resource loading
When reset_state was called on an existing AnimationBlendTree, the
output node would disappear, causing some errors in the editor and
preventing animations to play properly.

This change ensures the output node is always present in the node tree.
2021-08-26 09:07:13 -07:00
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
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
Aaron Franke
2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -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
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
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
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