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path: root/doc/classes/AnimatedSprite.xml
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2019-05-07Improved the AnimatedSprite docs; added description to speed_scale.Ken Paulson
2019-04-22Merge pull request #28125 from KoBeWi/code_true_codeRémi Verschelde
Consistently wrap booleans in [code]
2019-04-19doc: Drop unused <demos> tagRémi Verschelde
2019-04-17Consistently wrap booleans in [code]Tomasz Chabora
2019-04-15doc: Sync classref with current sourceRémi Verschelde
2019-04-05Merge pull request #27153 from YeldhamDev/animsprite_backwardsRémi Verschelde
Make AnimatedSprite able to play backwards
2019-04-01doc: Bump version to 3.2Rémi Verschelde
2019-03-17Make AnimatedSprite able to play backwardsMichael Alexsander Silva Dias
2018-12-20doc: Add missing commas after "If true/false"Rémi Verschelde
2018-05-12Sync classref with current sourceRémi Verschelde
2018-02-27doc: Remove status from hardcoded version stringRémi Verschelde
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-19doc: Update version string in headerRémi Verschelde
2018-01-25doc: Sync with current sourceRémi Verschelde
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
2018-01-13doc: Update version string in XMLRémi Verschelde
2017-11-24doc: Remove setters and getters now exposed via properties/membersRémi Verschelde
2017-11-24doc: Update header version for 3.0-betaRémi Verschelde
2017-11-15doc: Remove revision.module_config from version stringRémi Verschelde
It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}", limits unnecessary diffs.
2017-10-07Added Documentation for Sprite3D, AnimatedSprite3D and SpriteBase3D etc.Grosskopf
2017-09-26[DOCS] Update AnimatedSprite class refChris Bradfield
2017-09-13doc: Sync classref with current sourceRémi Verschelde
[ci skip]
2017-09-12Changed the doc class generation to individual files per class. It is also ↵Juan Linietsky
possible to save module files in module directories and the build system will recognize them.