aboutsummaryrefslogtreecommitdiff
path: root/scene/animation/animation_tree_player.h (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Expose the animation pos to the user for AnimationNodes in AnimationTreesGustav Lund2018-05-171-0/+1
|
* Implemented ragdollAndreaCatania2018-05-071-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Fix Coverity reports of uninitialized scalar variableRémi Verschelde2018-04-191-2/+0
| | | | | | | | | | | Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
* 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Animation Tree: Prevent cycle_test from being altered by past-test.AlmightyScientist2017-12-241-0/+1
|
* Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-3/+3
| | | | Performance is around the same as using pure set() through GDScript.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
|
* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | 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 some argument ordering, closes #10010Juan Linietsky2017-09-011-1/+1
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-4/+4
| | | | Fixes #10244.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-129/+155
| | | | | | | | | | | | | | | | | | | | | | | | 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
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-3/+3
| | | | added a check to detect this case in the future
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-1/+1
| | | | 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!
* Fixed Mix nodes in Animation Tree Playerm4nu3lf2016-10-311-1/+0
|
* AnimationTreePlayer filters improvedm4nu3lf2016-06-221-1/+4
| | | | | | | 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.
* Drop empty files that are not used anywhereRémi Verschelde2016-06-181-1/+0
| | | | Part of #5272
* AnimationTree: add filters to Animation nodes.Josh Grams2016-04-261-0/+8
|
* AnimationTreePlayer: fix discrete value tracks.Josh Grams2016-04-121-0/+2
| | | | | | 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.
* AnimationTreePlayer: allow animating resource properties.Josh Grams2016-04-111-1/+1
| | | | e.g. Particles2D config and param values.
* AnimationTreePlayer (transition_node_set_current): fix by removing ↵Josh Grams2016-04-061-0/+1
| | | | copy-paste duplication.
* * AnimationTreePlayer (_process_node): remove `switched` argument.Josh Grams2016-03-271-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* This fixes long standing animation bugSergey Lapin2015-12-101-1/+1
| | | | | | | | | | | 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.Saracen2015-11-021-2/+17
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+420