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path: root/scene/animation/animation_tree_player.cpp
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* Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-11/+9
| | | | Performance is around the same as using pure set() through GDScript.
* Refactor Fixed to PhysicsPoommetee Ketson2017-10-211-1/+1
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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 variablesletheed2017-09-201-8/+8
| | | | | | | | | | | 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.
* Fix enums bindingsMaxim Sheronov2017-09-131-0/+3
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Many fixes to visual script, changed virtuals override for a proper selector.Juan Linietsky2017-09-121-0/+1
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* Fix AnimationTreePlayer bogus argument nameRémi Verschelde2017-09-011-1/+1
| | | | Regression from 6fa6149517b974fccd97e41f6b0a6466c83473fc.
* Fix some argument ordering, closes #10010Juan Linietsky2017-09-011-1/+1
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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/
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-10/+10
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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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 Verschelde2017-03-051-805/+670
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Inf and NaN support added to GDScript.Saracen2017-02-281-1/+1
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-64/+64
| | | | | | 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 Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-7/+7
| | | | added a check to detect this case in the future
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-5/+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.
* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-6/+6
| | | | | | | 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.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-1/+2
| | | | | | -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 Linietsky2017-01-021-64/+64
| | | | | | | | 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!
* Fixed Mix nodes in Animation Tree Playerm4nu3lf2016-10-311-16/+4
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* AnimationTreePlayer filters improvedm4nu3lf2016-06-221-50/+120
| | | | | | | Now the AnimationTreePlayer filters for Blend2 and OneShot nodes behave as expected, that is the main animation is not affected by the secondary animation if the track is filterd out for arbitarily complex trees.
* -Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky2016-06-191-1/+1
| | | | | | such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
* TimeSeek node in AnimationTreePlayer now propagates filtersm4nu3lf2016-06-101-1/+1
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* AnimationTree: add filters to Animation nodes.Josh Grams2016-04-261-20/+57
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* AnimationTree: set value track property per frame, not per track.Josh Grams2016-04-241-10/+5
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* Merge pull request #4308 from JoshuaGrams/atp-resourcesRémi Verschelde2016-04-141-6/+5
|\ | | | | AnimationTreePlayer: fix discrete value tracks.
| * AnimationTreePlayer: fix discrete value tracks.Josh Grams2016-04-121-6/+5
| | | | | | | | | | | | Discrete value tracks don't update every frame (only when a new key is reached). So we can't use the actual property value as an accumulator: it will end up being zero most of the time.
* | Merge pull request #4286 from JoshuaGrams/atp-resourcesRémi Verschelde2016-04-121-9/+10
|\| | | | | AnimationTreePlayer: allow animating resource properties.
| * AnimationTreePlayer: allow animating resource properties.Josh Grams2016-04-111-9/+10
| | | | | | | | e.g. Particles2D config and param values.
* | Merge pull request #4284 from JoshuaGrams/atp-process-modeRémi Verschelde2016-04-121-1/+0
|\ \ | |/ |/| AnimationTreePlayer: constructor now sets processing mode.
| * AnimationTreePlayer: constructor now sets processing mode.Josh Grams2016-04-111-1/+0
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* | AnimationTreePlayer (transition_node_set_current): fix by removing ↵Josh Grams2016-04-061-19/+15
| | | | | | | | copy-paste duplication.
* | AnimationTreePlayer (set_active, reset, constructor): seek all animations to ↵Josh Grams2016-04-061-2/+3
| | | | | | | | start.
* | AnimationTreePlayer (_process_node): more robust oneshot termination condition.Josh Grams2016-04-061-2/+2
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* | AnimationTreePlayer (_process_node:TIMESEEK): allow auto-advance with 0 xfade.Josh Grams2016-03-311-1/+1
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* | AnimationTreePlayer (_process_node:TIMESEEK): give p_seek precedence over ↵Josh Grams2016-03-311-6/+6
| | | | | | | | tsn->seek_pos.
* | * AnimationTreePlayer (_process_node): remove `switched` argument.Josh Grams2016-03-271-42/+40
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | The _process_node function (which recurses through the blend tree generating blend values and the active animation list) had an argument named `switched` which would loop an animation back to the beginning if it had reached the end (regardless of whether or not it was supposed to be a looping animation). This argument was only used in four places: two of them were overridden by a seek-to-zero, and I believe the other two are bugs. In OneShot, it was used to reset the oneshot animation to the beginning when fired. But this would fail if the oneshot node was fired before it had completed its previous run. While this *could* be a valid way for oneshot to work (firing does nothing if it's already running), the code currently resets the fade-in, so I believe that it is intended to reset. I replaced this usage with seek-to-0. In Transition, it was used on the previous (fading out) animation when seeking the Transition node, which I believe is incorrect: why would you want to loop a non-looping animation instead of simply fading out from the end? Also it will never happen unless you seek the Transition node twice during one cross-fade. The other two uses are in Transition and _process_animation, where it is used along with a seek-to-zero which overrides it.
* Merge pull request #3980 from JoshuaGrams/timescale-remainderRémi Verschelde2016-03-091-2/+7
|\ | | | | TimeScale node: scale return value (time remaining).
| * TimeScale node: return +inf remaining for 0 scale.Josh Grams2016-03-091-1/+4
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| * TimeScale node: scale return value (time remaining).Josh Grams2016-03-071-2/+4
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* | remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* | AnimationTreePlayer: distinguish value tracks.Josh Grams2016-03-081-2/+3
|/ | | | | If the node had a 3D Transform, the transform would always get written, even if the tracks on that node were supposed to be value tracks.
* Merge pull request #3858 from JoshuaGrams/blend3Rémi Verschelde2016-03-011-11/+12
|\ | | | | AnimationTreePlayer (Blend3): process all inputs.