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path: root/scene/animation/animation_player.cpp
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* -Added AnimationGraphPlayer (still missing features)Juan Linietsky2018-06-181-0/+2
| | | | -Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-13/+280
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* Fixed some warnings found with Cppcheck.Michael Alexsander Silva Dias2018-05-141-1/+2
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* Implemented ragdollAndreaCatania2018-05-071-9/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
* Added "play_backwards" to the list o functions to autocomplete.Michael Alexsander Silva Dias2018-05-071-1/+1
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* Avoid converting Quat to Euler angles when not necessary.tagcup2018-04-141-3/+1
| | | | | | | | Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis. Added various missing functions and constructors. Should close #17968.
* Use internal physics processing for Nodes' internal logicRémi Verschelde2018-04-111-2/+2
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* Merge pull request #17150 from robfram/check-animation-playing-backwardsJuan Linietsky2018-04-081-0/+8
|\ | | | | Added `get_playing_speed` method to AnimationPlayer, returning the actual playing speed of the animation being played
| * Added `get_playing_speed` method to AnimationPlayer, returning the actualrobfram2018-03-031-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | playing speed of the animation being played. As stated in #16550, there is no way to get the playing speed of an animation. The `playback_speed` property is for the whole AnimationPlayer node, and the argument passed to `play` method is another scale applied in top of the AnimationPlayer properties. Thus, the actual playing speed is AnimationPlayer.speed_scale * AnimationPlayer.playback.current.speed_scale. If it is not playing, the method returns 0.
* | fix bone scale/rotation in AnimationPlayerskarroffel2018-04-031-1/+1
| | | | | | | | | | | | | | | | fixes #17325. The bone pose transform was created by setting the rotation and **then** scaling the transform. This leads to object "deformation" that's not intended.
* | AnimationPlayer: fix scrubbing after play backwardsBernhard Liebl2018-03-091-0/+1
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* Remove duplicate "autoplay" propertyBojidar Marinov2018-01-251-7/+0
| | | | Part of #16051
* Fix an issue with the animation editor not seeking to the target time properly.Bojidar Marinov2018-01-141-7/+21
| | | | Fixes #15646.
* modify default param names in couple of signalsUnknown2018-01-121-2/+2
| | | 'name' default param should not be used since there is problem with name shadowing
* Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky2018-01-121-2/+2
| | | | | | of tree notification. Updated doc accordingly.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-58/+60
| | | | | | | 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
* Forced no duplication of animation dataAndreaCatania2018-01-111-1/+1
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* 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.
* Merge pull request #15132 from RandomShaper/fix-multiple-finishRémi Verschelde2018-01-031-8/+13
|\ | | | | Fix AnimationPlayer redundantly signaling finish
| * Fix AnimationPlayer redundantly signaling finishPedro J. Estébanez2017-12-281-8/+13
| | | | | | | | | | | | Now it will emit only when actually going from not-finished-yet to finished, as has always been the case. The bug was a side effect of 2d2467c0ff8ba05f492cefef3adbcd5513bbd8dd.
* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | | | | | Happy new year to the wonderful Godot community!
* | Revert property changes in "[DOCS] AnimationPlayer new props, members/methods"Rémi Verschelde2017-12-141-21/+6
|/ | | | | | | | | | | | This partially reverts commits e79456519d0c1dff98ffa5f39e8e7c962b7dd553 and 2d07fe29208b9ccef31ab654ca5405edac7a0de7, which introduced API changes needing more in-depth review at this stage. Kept the removal of "get_position" binding, redundant with "get_current_animation_position". Kept docs changes where applicable. Also removed the obsolete "stop_all" method which does the same as "stop". Fixes #14602.
* doc: Sync classref with current sourceRémi Verschelde2017-12-101-3/+1
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* Add feature to disable animation tracksRay Koopa2017-12-091-0/+3
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* [DOCS] AnimationPlayer prop API fixedWill Nations2017-12-071-4/+7
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* [DOCS] AnimationPlayer new props, members/methodsWill Nations2017-12-041-6/+8
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* Implement onion skinning for the animation editorPedro J. Estébanez2017-11-251-0/+11
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* Implement backup/restore for animated valuesPedro J. Estébanez2017-11-251-6/+70
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* 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
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* Refactor Fixed to PhysicsPoommetee Ketson2017-10-211-1/+1
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* 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
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* Added a name/path description when there is an error in the Animation TrackMarcelo Fernandez2017-10-071-8/+8
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-6/+6
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* 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
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* 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
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* | Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-3/+4
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-3/+3
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Fixed some string names and animation playback options, closes #9446Juan Linietsky2017-08-061-1/+1
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* Fix autoplay animation starts from last editor state #8976Poommetee Ketson2017-05-311-0/+1
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* 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