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path: root/scene/2d/animated_sprite.cpp
AgeCommit message (Collapse)Author
2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-07-25Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGERémi Verschelde
This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead.
2019-07-09Improve the node configuration warning displayHugo Locurcio
- Refer to properties explicitly when possible - When multiple warnings are returned, always separate them by one blank line to make them easier to distinguish - Improve grammar and formatting
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-06-10Fix crash when frames are emptyqarmin
2019-04-23Merge pull request #24489 from mateusfccp/18264_wrong_animation_errorHein-Pieter van Braam
Make AnimatedSprite.animation complain when invalid animation name
2019-04-06Fix wrong method binds and registered classIgnacio Etcheverry
2019-03-17Make AnimatedSprite able to play backwardsMichael Alexsander Silva Dias
2019-03-07Fixes bad gizmo alignment for textures with odd sizeGilles Roudière
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-27Change the frame number before triggering the animation_finished signalGilles Roudiere
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-20Make AnimatedSprite.animation complain when invalid animation nameMateus Felipe C. C. Pinto
2018-11-23Fixed signal animation_finishedzer0problem
The signal animation_finished is now fired after all values have been changed so changes to the animation can be done without animation_finished without generating unexpected behavior.
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-10-04Fixes AnimatedSprite2D animation_finished signal triggering too earlygroud
2018-09-13Revert "Drop deprecated compatibility methods from AnimatedSprite"Rémi Verschelde
2018-09-12Merge pull request #21780 from akien-mga/animatedsprite-deprecatedRémi Verschelde
Drop deprecated compatibility methods from AnimatedSprite
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-09-09Drop deprecated compatibility methods from AnimatedSpriteRémi Verschelde
They were deprecated in 2.1, but never properly identified as such and thus never removed. Fixes #21765.
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-17Merge pull request #19087 from danvalho/masterMax Hilbrunner
SpriteFrames: expose method to get array containing animation names
2018-06-07Fixes the bad calculation of margin & anchors when child of Node2Dgroud
2018-06-05SpriteFrames: expose method to get array containing animation namesdanvalho
2018-05-13Updates frame timeout when changing speed scalegroud
2018-05-07Adds a speed factor to AnimatedSpritegroud
2018-04-03Remove the selection rect for nodes that do not require itGilles Roudiere
2018-02-162D editor GUI input rework. Changes are:Gilles Roudiere
- The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
2018-01-12Bind many more properties to scriptsBojidar Marinov
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
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-12Enhance undoredo action name, TTR, cleanupPoommetee Ketson
2017-12-07Fixed is_playing funtion (was reporting wrong), closes #13928Juan Linietsky
Made error reporting to opcode_set in gdscript a bit clearer
2017-11-19Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere
2017-10-11Fix AnimatedSprite frame property slider in editorHiroshi Ogawa
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-05emit signal properly when frame has changed in autoplay, fixes #7730Juan Linietsky
2017-07-23Add object type hint for docsPoommetee Ketson
2017-06-19Remove Duplicate IncludeShockblast
Also solves a problem with AnimatedSprites, when you add sprites for the animation the engine crash
2017-06-18Added normalmap support to stylebox and animated sprite.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
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.
2017-01-13Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky
2017-01-10- _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.