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Allow to load multiple animation/libraries at once in the animation manager #83503

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merged 1 commit into from
Jan 4, 2024

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YeldhamDev
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Currently, you can only load animations and animation libraries one-by-one in the "Edit Animation Libraries" dialog. This PR allows the user to now pick multiple ones at once to load.

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@SaracenOne SaracenOne left a comment

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Tested, big UX improvement, LGTM

@SaracenOne SaracenOne self-requested a review October 19, 2023 13:37
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Could you implement the changes @AThousandShips requested please?

@KoBeWi
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KoBeWi commented Nov 4, 2023

Some crash when loading multiple (empty) AnimationLibraries:

CrashHandlerException: Program crashed
Engine version: Godot Engine v4.2.beta.custom_build (5ee983188de97ae027f9b9c1443438063f708a7e)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] VectorWriteProxy<Variant>::operator[] (C:\godot_source\core\templates\vector.h:52)
[1] Array::operator[] (C:\godot_source\core\variant\array.cpp:90)
[2] AnimationLibraryEditor::_load_files (C:\godot_source\editor\plugins\animation_library_editor.cpp:364)
[3] call_with_variant_args_helper<AnimationLibraryEditor,Vector<String>,0> (C:\godot_source\core\variant\binder_common.h:308)
[4] call_with_variant_args<AnimationLibraryEditor,Vector<String> > (C:\godot_source\core\variant\binder_common.h:418)
[5] CallableCustomMethodPointer<AnimationLibraryEditor,Vector<String> >::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[6] Callable::callp (C:\godot_source\core\variant\callable.cpp:58)
[7] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1127)
[8] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3608)
[9] Object::emit_signal<Vector<String> > (C:\godot_source\core\object\object.h:920)
[10] EditorFileDialog::_action_pressed (C:\godot_source\editor\gui\editor_file_dialog.cpp:398)
[11] call_with_variant_args_helper<EditorFileDialog> (C:\godot_source\core\variant\binder_common.h:308)
[12] call_with_variant_args<EditorFileDialog> (C:\godot_source\core\variant\binder_common.h:418)
[13] CallableCustomMethodPointer<EditorFileDialog>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[14] Callable::callp (C:\godot_source\core\variant\callable.cpp:58)
[15] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1127)
[16] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3608)
[17] Object::emit_signal<> (C:\godot_source\core\object\object.h:920)
[18] AcceptDialog::_ok_pressed (C:\godot_source\scene\gui\dialogs.cpp:121)
[19] call_with_variant_args_helper<AcceptDialog> (C:\godot_source\core\variant\binder_common.h:308)
[20] call_with_variant_args<AcceptDialog> (C:\godot_source\core\variant\binder_common.h:418)
[21] CallableCustomMethodPointer<AcceptDialog>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[22] Callable::callp (C:\godot_source\core\variant\callable.cpp:58)
[23] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1127)
[24] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3608)
[25] Object::emit_signal<> (C:\godot_source\core\object\object.h:920)
[26] BaseButton::_pressed (C:\godot_source\scene\gui\base_button.cpp:139)
[27] BaseButton::on_action_event (C:\godot_source\scene\gui\base_button.cpp:177)
[28] BaseButton::gui_input (C:\godot_source\scene\gui\base_button.cpp:70)
[29] Control::_call_gui_input (C:\godot_source\scene\gui\control.cpp:1810)
[30] Viewport::_gui_call_input (C:\godot_source\scene\main\viewport.cpp:1596)
[31] Viewport::_gui_input_event (C:\godot_source\scene\main\viewport.cpp:1862)
[32] Viewport::push_input (C:\godot_source\scene\main\viewport.cpp:3186)
[33] Window::_window_input (C:\godot_source\scene\main\window.cpp:1553)
[34] call_with_variant_args_helper<Window,Ref<InputEvent> const &,0> (C:\godot_source\core\variant\binder_common.h:303)
[35] call_with_variant_args<Window,Ref<InputEvent> const &> (C:\godot_source\core\variant\binder_common.h:418)
[36] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[37] Callable::callp (C:\godot_source\core\variant\callable.cpp:58)
[38] Callable::call<Ref<InputEvent> > (C:\godot_source\core\variant\variant.h:847)
[39] DisplayServerWindows::_dispatch_input_event (C:\godot_source\platform\windows\display_server_windows.cpp:2714)
[40] DisplayServerWindows::_dispatch_input_events (C:\godot_source\platform\windows\display_server_windows.cpp:2684)
[41] Input::_parse_input_event_impl (C:\godot_source\core\input\input.cpp:750)
[42] Input::flush_buffered_events (C:\godot_source\core\input\input.cpp:1012)
[43] DisplayServerWindows::process_events (C:\godot_source\platform\windows\display_server_windows.cpp:2399)
[44] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1474)
[45] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:182)
[46] _main (C:\godot_source\platform\windows\godot_windows.cpp:204)
[47] main (C:\godot_source\platform\windows\godot_windows.cpp:218)
[48] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:232)
[49] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[50] <couldn't map PC to fn name>
-- END OF BACKTRACE --

@YeldhamDev
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@SaracenOne @AThousandShips Changes made.

@KoBeWi How many libraries are you loading? I tried to reproduce the crash on my end, but no success.

@KoBeWi
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KoBeWi commented Nov 4, 2023

I used Create New Resource to make libraries (empty) and loaded them in a newly created AnimationPlayer.

@YeldhamDev
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Welp, I loaded 10, and no crash.

@KoBeWi
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KoBeWi commented Nov 4, 2023

godot.windows.editor.dev.x86_64_9owj7UepNG.mp4

Seems like you need to add an animation before loading libraries.

@YeldhamDev
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@KoBeWi So, I found the problem... I mixed up the i and j in the for loop. 😬

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Okay, LGTM! 👍

@Illauriel
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Oh hey! I've actually made a similar PR recently, because this one didn't pop up in the search as it doesn't mention Animation Library Editor.

It can probably be closed now, but there's also another small QOL improvement, (re)enabling the tree fold arrow in the same screen, because scrolling through hundreds of animations is a PITA. Can be cherrypicked from second commit. (it's one line)

@YeldhamDev
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@Illauriel

Oh hey! I've actually made a similar PR recently, because this one didn't pop up in the search as it doesn't mention Animation Library Editor.

It happens, don't worry. However, in your PR, each undo/redo action is done separately, instead of being contained into a single one.

It can probably be closed now, but there's also another small QOL improvement, (re)enabling the tree fold arrow in the same screen, because scrolling through hundreds of animations is a PITA. Can be cherrypicked from second commit. (it's one line)

It would probably be easier to just remove the first commit and keep the second one in your PR instead.

@YeldhamDev
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@AThousandShips Changes made.

Conflicts resolved.

@akien-mga akien-mga modified the milestones: 4.x, 4.3 Jan 4, 2024
@akien-mga akien-mga merged commit 52ab49e into godotengine:master Jan 4, 2024
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@akien-mga
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Thanks!

@Illauriel
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Great news! LFG

@YeldhamDev YeldhamDev deleted the grab_all_the_animations! branch January 4, 2024 17:35
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6 participants