aboutsummaryrefslogtreecommitdiff
path: root/scene/animation/animation_player.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Merge pull request #12284 from bojidar-bg/allow-subproperty-setRémi Verschelde2017-11-211-15/+15
|\ | | | | Allow for getting/setting "dotted" properties of objects
| * Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-15/+15
| | | | | | | | Performance is around the same as using pure set() through GDScript.
* | Change AnimationPlayer looping logicPedro J. Estébanez2017-11-131-1/+8
|/ | | | | | | | So now it can seek to the actual values at time=length when instructed to seek to time=N*length. That is, formerly in the editor you had no way of seeing the actual state at time=length other than temporarily disabling looping. Now you can preview both endpoints. As a side effect, the values at anim time 0 will only be applied when actually seeking to 0, instead of at every time=N*length, as formerly. No issue.
* Fixed AnimationPlayer.get_autoplay() returning empty stringRasmus Ketelsen2017-11-021-1/+0
|
* Refactor Fixed to PhysicsPoommetee Ketson2017-10-211-1/+1
|
* Merge pull request #12107 from RandomShaper/fix-anim-before-first-keyRémi Verschelde2017-10-201-0/+4
|\ | | | | Fix animation before first key
| * Fix animation before first keyPedro J. Estébanez2017-10-151-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Prior to this, the value assumed for the interval between the start of the track and the first frame would be the one of the first key if - *seeking/playing a continuous track*; - *seeking a discrete track*. And the first key would be ignored until reached -thus not modifying the target property/transform- in the remaining case; namely, *playing a discrete track*. In other words, the inner workings of the animation system considered the unreached first key for interpolation but not for a query of every key inside a time range. With this changes, the first key is only considered is the animation is looped and ignored otherwise. That way, in order to have a start value, you'll need an explicit key at the very beginning of the track, while having the flexibility of the animation player not touching the target value until the first key is reached. This corresponds to the point 1) of #10752.
* | Fix animation not stopping after seeking to the endPedro J. Estébanez2017-10-141-2/+2
|/
* Added a name/path description when there is an error in the Animation TrackMarcelo Fernandez2017-10-071-8/+8
|
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-6/+6
|
* Rename pos to position in user facing methods and variablesletheed2017-09-201-4/+4
| | | | | | | | | | | 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.
* Dead code tells no talesRémi Verschelde2017-08-271-16/+0
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-5/+5
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-2/+2
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-2/+2
| |
* | Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-3/+4
|/
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-3/+3
|
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
|
* Fixed some string names and animation playback options, closes #9446Juan Linietsky2017-08-061-1/+1
|
* Fix autoplay animation starts from last editor state #8976Poommetee Ketson2017-05-311-0/+1
|
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-496/+413
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #6462 from RandomShaper/fix-improve-anim-blendRémi Verschelde2017-02-271-17/+8
|\ | | | | Fix/improve AnimationPlayer blending logic
| * Fix/improve AnimationPlayer blending logicPedro J. Estébanez2016-09-121-17/+8
| |
* | Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-40/+40
| | | | | | | | | | | | 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 Braam2017-02-131-3/+3
| | | | | | | | This saves typing and is a step towards fixing #56
* | Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky2017-01-251-8/+11
|\ \ | | | | | | Greater VCS friendliness
| * | Improve .tscn VCSPedro J. Estébanez2017-01-161-8/+11
| |/ | | | | | | | | | | | | | | | | | | | | Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
* | Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-2/+2
| | | | | | | | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* | Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
| |
* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+5
| | | | | | | | | | 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.
* | renamed tween animationplayer scale functions to speed_scaleJuan Linietsky2017-01-131-5/+5
| |
* | Renamed most signals so they refer to:Juan Linietsky2017-01-121-2/+2
| | | | | | | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* | - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-4/+4
| | | | | | | | | | | | | | 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
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-7/+8
| | | | | | | | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-40/+40
| | | | | | | | | | | | | | | | 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()
* | 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!
* Revert "Added toggle for loop interpolation based on adolson's code"Rémi Verschelde2016-06-261-13/+1
| | | | | | | | | | | | | | | This reverts commits 8884b8f51963553dd1ecc0bc4accf64deb4f645f bd5c8f2aa086c2cacc704dfef249c124760ab569 and 5cb31f6d5b667a551092b699de6f4786e0bb5b6d. <reduz> Akien, I understand the need for the second loop mode, but I think the current UI is pretty confusing. I think this should be changed for an enum, both there and in the animation.. otherwise we should revert it [...] <reduz> alternatively this could be added per track, which I think should make it a little less confusing Reopens #959..
* Replace 'or'/'and' keywordsGeorge Marques2016-06-191-1/+1
| | | | Some compilers do not like this.
* Merge pull request #4724 from Cybolic/optional-loop-interpolationRémi Verschelde2016-06-191-1/+13
|\ | | | | Added toggle for loop interpolation based on adolson's code
| * Added toggle for loop interpolation based on adolson's codeChristian Dannie Storgaard2016-05-201-1/+13
| |
* | -Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky2016-06-191-5/+7
| | | | | | | | | | | | such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
* | remove trailing whitespaceHubert Jarosz2016-05-211-1/+1
|/
* Fixed animation player auto-queue duplication and undo/redoPaulb232016-05-071-0/+3
|
* animation_started signal to AnimationPlayerJakub Grzesik2016-04-141-0/+3
|
* remove trailing whitespaceHubert Jarosz2016-03-091-87/+87
|
* -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