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<title>godot.git/scene/animation/animation_tree_player.cpp, branch 2.1.2-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=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/animation/animation_tree_player.cpp?h=2.1.2-stable'/>
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<updated>2017-01-12T18:15:30Z</updated>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
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<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Fixed Mix nodes in Animation Tree Player</title>
<updated>2016-11-02T21:18:28Z</updated>
<author>
<name>m4nu3lf</name>
</author>
<published>2016-10-31T18:26:42Z</published>
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<id>urn:sha1:d44e6ea26815548d251db2390e1e45d39c86babb</id>
<content type='text'>
(cherry picked from commit 40ba6d328be82f5b1e87b54e5db450c2f62731ef)
</content>
</entry>
<entry>
<title>AnimationTreePlayer filters improved</title>
<updated>2016-06-22T18:34:12Z</updated>
<author>
<name>m4nu3lf</name>
</author>
<published>2016-06-18T23:28:10Z</published>
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<id>urn:sha1:cfa11777c0a031c0f3f556b27240dc4d789e3cd6</id>
<content type='text'>
Now the AnimationTreePlayer filters for Blend2 and OneShot nodes
behave as expected, that is the main animation is not affected by
the secondary animation if the track is filterd out for arbitarily
complex trees.
</content>
</entry>
<entry>
<title>-Added trigger mode to tracks, useful for properties that work as triggers, such as playing a sample, an animation, etc.</title>
<updated>2016-06-19T04:43:02Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-19T04:43:02Z</published>
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<id>urn:sha1:7c20c386c519185bd7884dd770588a360fec9a11</id>
<content type='text'>
-Better interpolation of discrete tracks, fixes #4417
</content>
</entry>
<entry>
<title>TimeSeek node in AnimationTreePlayer now propagates filters</title>
<updated>2016-06-10T22:23:09Z</updated>
<author>
<name>m4nu3lf</name>
</author>
<published>2016-06-10T22:23:09Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=048f5a6b75b2a2022c591dc68ca5e440c9e4e9f9'/>
<id>urn:sha1:048f5a6b75b2a2022c591dc68ca5e440c9e4e9f9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>AnimationTree: add filters to Animation nodes.</title>
<updated>2016-04-26T10:49:06Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-25T09:41:23Z</published>
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<id>urn:sha1:bd95e18ae48711e5c62f3f2254aaf3d9edc989e1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>AnimationTree: set value track property per frame, not per track.</title>
<updated>2016-04-24T08:39:32Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-24T08:39:32Z</published>
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<id>urn:sha1:2272824ee27eb98624d0296884582dbd4fbedb67</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #4308 from JoshuaGrams/atp-resources</title>
<updated>2016-04-14T10:39:08Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-04-14T10:39:08Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=20f62dd9585cfda1f6d75a49ddd9bb0ce7803bb6'/>
<id>urn:sha1:20f62dd9585cfda1f6d75a49ddd9bb0ce7803bb6</id>
<content type='text'>
AnimationTreePlayer: fix discrete value tracks.</content>
</entry>
<entry>
<title>AnimationTreePlayer: fix discrete value tracks.</title>
<updated>2016-04-12T15:54:17Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-12T15:54:17Z</published>
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<id>urn:sha1:ee59b2053fd2ea4b9517028380f231f8f0c4b353</id>
<content type='text'>
Discrete value tracks don't update every frame (only when a new key is
reached).  So we can't use the actual property value as an accumulator:
it will end up being zero most of the time.
</content>
</entry>
<entry>
<title>Merge pull request #4286 from JoshuaGrams/atp-resources</title>
<updated>2016-04-12T11:18:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-04-12T11:18:47Z</published>
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<id>urn:sha1:08aaff21f30c2eafb37e6220a314f2a5774521bd</id>
<content type='text'>
AnimationTreePlayer: allow animating resource properties.</content>
</entry>
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