Age | Commit message (Collapse) | Author |
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Allows specifying an expression as a condition for state machine transitions.
This gives much greater flexibility for creating complex state machines. By directly interfacing with the script code, it is possible to create complex animation advance condition for switching between states.
Ensure assigning AnimationTreeStateMachineTransition base expression node in editor is relative to current AnimationTree node.
Allow setting an expression base node on the AnimationTree itself.
Co-Authored-By: reduz <reduzio@gmail.com>
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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And fix up formatting not supported by makerst.
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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And fix various bogus bindings following previous PRs.
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This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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descriptions
Add clarification to docs to explain that when an `AnimationPlayer`
object is paired with an `AnimationTree`, several properties and
methods exposed by the `AnimationPlayer` class may not work as expected.
The issues occur because an `AnimationTree` runs independently, and
uses its member `AnimationPlayer* player` primarily for its
`Map<StringName, AnimationData> animation_set`.
Added descriptions for `root_motion_track` and `get_root_motion_transform`.
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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Thanks to @bojidar-bg's impressive work in #29380.
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The API docs for various animation nodes are pretty empty, yet the
tutorial at
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
contains some details.
These details should be included in the API docs so looking up a
particular class actually provides some information rather than
requiring the user to hunt for a different tutorial.
This also links the AnimationTree tutorial and demo in the docs.
I've found the TPS demo to be the best resource so far for learning
how to use the AnimationTree. This should be easy to find if someone
looks up the AnimationTree API docs.
Finally, this fixes a param typo in AnimationNodeStateMachine.
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Fix various missing arguments in bindings.
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