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* Avoid animation length from ever being completely, fixes #19420Juan Linietsky2018-06-081-1/+5
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-3/+1037
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-10/+10
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-19/+12
| | | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add feature to disable animation tracksRay Koopa2017-12-091-0/+22
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* ability to keep user tracks when importing animations, closes #12801Juan Linietsky2017-12-071-0/+16
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-6/+6
| | | | Fixes #12973.
* Fix animation before first keyPedro J. Estébanez2017-10-151-5/+12
| | | | | | | | | | | | | | 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.
* Rename pos to position in user facing methods and variablesletheed2017-09-201-14/+14
| | | | | | | | | | | 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 use of unitialized variablesHein-Pieter van Braam2017-09-021-3/+8
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Dead code tells no talesRémi Verschelde2017-08-271-38/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-9/+9
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-10/+10
| | | | Fixes #10244.
* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-1/+1
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-1/+1
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* Merge pull request #8277 from tagcup/math_checksRémi Verschelde2017-04-241-2/+2
|\ | | | | Added various functions basic math classes. Also enabled math checks …
| * Added various functions basic math classes. Also enabled math checks only ↵Ferenc Arn2017-04-061-2/+2
| | | | | | | | | | | | | | | | for debug builds. Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-829/+725
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-40/+40
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-5/+0
| | | | | 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.
* Type renames:Juan Linietsky2017-01-111-6/+6
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Add clamp and wrap loop modes for animation tracks.Juan Linietsky2017-01-091-4/+24
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-26/+26
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-38/+38
| | | | | | | | 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!
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-3/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Revert "Added toggle for loop interpolation based on adolson's code"Rémi Verschelde2016-06-261-19/+3
| | | | | | | | | | | | | | | This reverts commits 8884b8f51963553dd1ecc0bc4accf64deb4f645f bd5c8f2aa086c2cacc704dfef249c124760ab569 and 5cb31f6d5b667a551092b699de6f4786e0bb5b6d. <reduz> Akien, I understand the need for the second loop mode, but I think the current UI is pretty confusing. I think this should be changed for an enum, both there and in the animation.. otherwise we should revert it [...] <reduz> alternatively this could be added per track, which I think should make it a little less confusing Reopens #959..
* Animation: Fix property loop_interpolationJ08nY2016-06-211-3/+4
| | | | fixes #5317
* -Added options for scene import plugin to keep materials and user-added ↵Juan Linietsky2016-06-201-0/+24
| | | | tracks to animations, please test! closes #4425
* Replace 'or'/'and' keywordsGeorge Marques2016-06-191-1/+1
| | | | Some compilers do not like this.
* Merge pull request #4724 from Cybolic/optional-loop-interpolationRémi Verschelde2016-06-191-1/+16
|\ | | | | Added toggle for loop interpolation based on adolson's code
| * Added toggle for loop interpolation based on adolson's codeChristian Dannie Storgaard2016-05-201-1/+16
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* | -Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky2016-06-191-13/+32
|/ | | | | | such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
* remove trailing whitespaceHubert Jarosz2016-03-091-158/+158
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -some changes by okamJuan Linietsky2015-06-301-3/+13
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-4/+4
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* Fixed some items caught in cppcheckNathan Warden2015-05-021-2/+2
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* 3D Import Import & UDPJuan Linietsky2014-11-121-124/+157
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* Bug FixesJuan Linietsky2014-11-021-1/+1
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* Huge Amount of BugFixJuan Linietsky2014-10-031-3/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* Small Issues & MaintenanceJuan Linietsky2014-08-011-8/+8
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1938