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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-3/+35
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* Added `get_playing_speed` method to AnimationPlayer, returning the actualrobfram2018-03-031-0/+1
| | | | | | | | | | | | | 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 an issue with the animation editor not seeking to the target time properly.Bojidar Marinov2018-01-141-0/+2
| | | | Fixes #15646.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+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.
* Merge pull request #15132 from RandomShaper/fix-multiple-finishRémi Verschelde2018-01-031-0/+1
|\ | | | | Fix AnimationPlayer redundantly signaling finish
| * Fix AnimationPlayer redundantly signaling finishPedro J. Estébanez2017-12-281-0/+1
| | | | | | | | | | | | 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!
* Implement onion skinning for the animation editorPedro J. Estébanez2017-11-251-0/+3
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* Implement backup/restore for animated valuesPedro J. Estébanez2017-11-251-1/+22
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* Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-1/+1
| | | | Performance is around the same as using pure set() through GDScript.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+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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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-85/+77
| | | | | | | | | | | | | | | | | | | | | | | | 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 #7002 from RandomShaper/vcs-friendlinessJuan Linietsky2017-01-251-1/+1
|\ | | | | Greater VCS friendliness
| * Improve .tscn VCSPedro J. Estébanez2017-01-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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.
* | renamed tween animationplayer scale functions to speed_scaleJuan Linietsky2017-01-131-2/+2
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* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | | | | | renamed to PoolVector
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | | | | | | | | | 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!
* Drop empty files that are not used anywhereRémi Verschelde2016-06-181-1/+0
| | | | Part of #5272
* remove trailing whitespaceHubert Jarosz2016-03-091-35/+35
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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 Linietsky2015-12-051-0/+2
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* HTML5 exporter ImprovementsJuan Linietsky2015-09-101-0/+1
| | | | | | -Better template handling -Voice support -Stream support
* 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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* New Code CompletionJuan Linietsky2014-12-161-0/+3
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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
* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+300