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path: root/scene/animation/animation_player.cpp
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* remove trailing whitespaceHubert Jarosz2016-04-021-87/+87
| | | | (cherry picked from commit 4a4f2479146aa33e235ed57cde311efda68d3c8f)
* -Made some icon data types smaller so they take up less spaceJuan Linietsky2016-02-111-0/+1
| | | | -Fixed sample import plugin, makes samples sound strange in smp when limited hz
* store animation names in alphabetical order, fixes #3423Juan Linietsky2016-02-011-2/+9
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-6/+81
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* HTML5 exporter ImprovementsJuan Linietsky2015-09-101-0/+6
| | | | | | -Better template handling -Voice support -Stream support
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-9/+12
| | | | | | | | 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.
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-06-061-4/+6
|\ | | | | | | | | Conflicts: demos/2d/motion/engine.cfg
| * improved animation editorJuan Linietsky2015-05-251-4/+6
| | | | | | | | | | | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* | small fixesJuan Linietsky2015-06-011-1/+1
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* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-1/+1
| | | | -Added function to retrieve list of actions fron InputMap
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New Code CompletionJuan Linietsky2014-12-161-0/+13
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-1/+1
| | | | | -Fixes to animationplayer -fixes to collada importer
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-7/+7
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-1/+1
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* Little BitsJuan Linietsky2014-08-141-2/+4
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* A bit of everything:Juan Linietsky2014-05-141-1/+1
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-0/+3
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1258