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<title>godot.git/scene/animation/animation_tree_player.cpp, branch 2.0.2-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/scene/animation/animation_tree_player.cpp?h=2.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/animation/animation_tree_player.cpp?h=2.0.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-04-02T20:04:35Z</updated>
<entry>
<title>TimeScale node: return +inf remaining for 0 scale.</title>
<updated>2016-04-02T20:04:35Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-03-08T12:16:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0635a639e92577948ce61011ee31abedb35c05f6'/>
<id>urn:sha1:0635a639e92577948ce61011ee31abedb35c05f6</id>
<content type='text'>
(cherry picked from commit 65b7791263e8e20f83b6b7fbfd30329a0e4e9a4f)
</content>
</entry>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-04-02T20:03:48Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=424a1046664eb1dc8138ccb886ba1c1967c3caa4'/>
<id>urn:sha1:424a1046664eb1dc8138ccb886ba1c1967c3caa4</id>
<content type='text'>
(cherry picked from commit 4a4f2479146aa33e235ed57cde311efda68d3c8f)
</content>
</entry>
<entry>
<title>AnimationTreePlayer: distinguish value tracks.</title>
<updated>2016-04-02T20:00:40Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-03-08T22:23:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=830947feafc5e3af452296ff80a6418e9c56c5d2'/>
<id>urn:sha1:830947feafc5e3af452296ff80a6418e9c56c5d2</id>
<content type='text'>
If the node had a 3D Transform, the transform would always get written,
even if the tracks on that node were supposed to be value tracks.

(cherry picked from commit 2fa200ff5380d03bf3f581c00ef202729983423f)
</content>
</entry>
<entry>
<title>TimeScale node: scale return value (time remaining).</title>
<updated>2016-04-02T19:59:07Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-03-07T22:21:07Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=60e4cfbcb78b158ea366dab2e36fa08509d93355'/>
<id>urn:sha1:60e4cfbcb78b158ea366dab2e36fa08509d93355</id>
<content type='text'>
(cherry picked from commit 2e1b1234a339e5aa651b6462fe03461c65c98bc4)
</content>
</entry>
<entry>
<title>AnimationTreePlayer (Blend3): process all inputs.</title>
<updated>2016-03-05T11:55:54Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-02-28T11:55:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bea8e1654e286fa57915a3315a9b2b1335f422b1'/>
<id>urn:sha1:bea8e1654e286fa57915a3315a9b2b1335f422b1</id>
<content type='text'>
Always call _process_node on all three inputs so that looped animations
don't get out of sync.

(cherry picked from commit b79351aa455f0c16144f4f148fad7ba8be94049f)
</content>
</entry>
<entry>
<title>AnimationTreePlayer: blend value tracks (closes #2299)</title>
<updated>2016-03-05T11:55:43Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-02-18T03:34:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=cafcdb015d487994d25a387562dbc0df96dc4a2c'/>
<id>urn:sha1:cafcdb015d487994d25a387562dbc0df96dc4a2c</id>
<content type='text'>
Variant:
- zero() sets a Variant to the appropriate type of zero value
- blend() blends part of one Variant on top of another.

(cherry picked from commit 391ce81c5ea037ffcbc525434673f4edd55a7d7e)
</content>
</entry>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-fix function calls in animationtree, closes #2789</title>
<updated>2015-12-16T11:34:57Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-16T11:34:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f65eb470ae5d373a28921b648dbac962deb0b008'/>
<id>urn:sha1:f65eb470ae5d373a28921b648dbac962deb0b008</id>
<content type='text'>
</content>
</entry>
<entry>
<title>This fixes long standing animation bug</title>
<updated>2015-12-10T13:39:57Z</updated>
<author>
<name>Sergey Lapin</name>
</author>
<published>2015-12-10T13:39:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8eff61ca879f25c991e8e2d99deaee413d36eb83'/>
<id>urn:sha1:8eff61ca879f25c991e8e2d99deaee413d36eb83</id>
<content type='text'>
When AnimationTreePlayer switches to new animation it never
seeks it to 0 which leads to problems with non-looping animations being
played just once.

This patch is direct approach fixing this problem.
It handles most common cases of occurance.

Closes #2199
</content>
</entry>
<entry>
<title>Experimental retooling of AnimationTreePlayer to allow manual advancement.</title>
<updated>2015-11-02T17:06:28Z</updated>
<author>
<name>Saracen</name>
</author>
<published>2015-09-02T12:11:34Z</published>
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<id>urn:sha1:e011bcf16291f55e1692a4d3092010c97923fcfc</id>
<content type='text'>
</content>
</entry>
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