aboutsummaryrefslogtreecommitdiff
path: root/scene/animation/animation_tree_player.cpp
Commit message (Collapse)AuthorAgeFilesLines
...
| * AnimationTreePlayer: constructor now sets processing mode.Josh Grams2016-04-111-1/+0
| |
* | 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
| |
* | AnimationTreePlayer (_process_node:TIMESEEK): allow auto-advance with 0 xfade.Josh Grams2016-03-311-1/+1
| |
* | 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
| |
| * TimeScale node: scale return value (time remaining).Josh Grams2016-03-071-2/+4
| |
* | remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
| |
* | 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.
| * AnimationTreePlayer (Blend3): process all inputs.Josh Grams2016-02-281-11/+12
| | | | | | | | | | Always call _process_node on all three inputs so that looped animations don't get out of sync.
* | AnimationTreePlayer: blend value tracks (closes #2299)Josh Grams2016-03-011-4/+7
|/ | | | | | Variant: - zero() sets a Variant to the appropriate type of zero value - blend() blends part of one Variant on top of another.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -fix function calls in animationtree, closes #2789Juan Linietsky2015-12-161-1/+1
|
* This fixes long standing animation bugSergey Lapin2015-12-101-33/+36
| | | | | | | | | | | When AnimationTreePlayer switches to new animation it never seeks it to 0 which leads to problems with non-looping animations being played just once. This patch is direct approach fixing this problem. It handles most common cases of occurance. Closes #2199
* Experimental retooling of AnimationTreePlayer to allow manual advancement.Saracen2015-11-021-8/+88
|
* -added set_master_player binding, fixes #1477Juan Linietsky2015-04-271-0/+6
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* -fixed NODE_OUT error in animtreeplayer #1078Juan Linietsky2015-01-021-1/+2
| | | | -fixed randon button when editing menubutton #1079
* Fix AnimationTreePlayer.node_get_input_source typoBrandon DeRosier2014-11-111-1/+1
| | | | - Changed node_get_input_sourcre to node_get_input_source
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Timeseek works like thisTheo Hallenius2014-07-071-2/+3
|
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1782