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path: root/scene/2d/animated_sprite.cpp
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* Updates frame timeout when changing speed scalegroud2018-05-131-11/+18
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* Adds a speed factor to AnimatedSpritegroud2018-05-071-2/+17
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-38/+45
| | | | | | | | | | - The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
* Bind many more properties to scriptsBojidar Marinov2018-01-121-1/+1
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Enhance undoredo action name, TTR, cleanupPoommetee Ketson2017-12-121-23/+4
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* Fixed is_playing funtion (was reporting wrong), closes #13928Juan Linietsky2017-12-071-1/+1
| | | | Made error reporting to opcode_set in gdscript a bit clearer
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-6/+6
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* Fix AnimatedSprite frame property slider in editorHiroshi Ogawa2017-10-111-3/+1
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-5/+5
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* emit signal properly when frame has changed in autoplay, fixes #7730Juan Linietsky2017-08-051-0/+1
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* Add object type hint for docsPoommetee Ketson2017-07-231-3/+3
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* Remove Duplicate IncludeShockblast2017-06-191-1/+0
| | | | Also solves a problem with AnimatedSprites, when you add sprites for the animation the engine crash
* Added normalmap support to stylebox and animated sprite.Juan Linietsky2017-06-181-1/+7
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-229/+179
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-39/+39
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-10/+10
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-1/+1
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* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-2/+2
| | | | | | | use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
* Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky2017-01-081-2/+2
| | | | finished
* removed unnecesary modulate funtions, which were superseded by self_modulateJuan Linietsky2017-01-081-17/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-41/+41
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Add the 'finished' signal to AnimatedSpriteWilhem Barbier2017-01-021-0/+4
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422Juan Linietsky2016-07-061-1/+1
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* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+12
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* remove old bind for add_frame of SpriteFramesvolzhs2016-05-171-2/+0
| | | | it causes ``ERROR: Method already bound: SpriteFrames::add_frame``
* New reworked AnimatedSprite!Juan Linietsky2016-05-141-46/+402
| | | | | | | | | -New SpriteFrames editor, with support for drag&drop, multiple animation sets, animation speed and loop. -New AnimatedSprite, with support for all the new features! AnimatedSprite3D has not been updated yet. -Added support for drag&drop to other editors, such as resourcepreload, sample library, etc.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -fixes to animatedsprite used with atlasJuan Linietsky2015-11-111-1/+2
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* -A little More control about pixel snapping in 2DJuan Linietsky2015-10-131-0/+5
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-4/+4
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* made changing pivot simpler in 2D nodes (just press v with mouse over position)Juan Linietsky2015-06-121-3/+3
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* improved animation editorJuan Linietsky2015-05-251-1/+1
| | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Batch of BugfixesJuan Linietsky2014-12-071-2/+5
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+352