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path: root/scene/2d/animated_sprite.cpp
AgeCommit message (Collapse)Author
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.
2017-01-08Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky
finished
2017-01-08removed unnecesary modulate funtions, which were superseded by self_modulateJuan Linietsky
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
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()
2017-01-02Add the 'finished' signal to AnimatedSpriteWilhem Barbier
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-07-06Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422Juan Linietsky
2016-05-17-Added configuration warning system for nodesJuan Linietsky
-Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
2016-05-17remove old bind for add_frame of SpriteFramesvolzhs
it causes ``ERROR: Method already bound: SpriteFrames::add_frame``
2016-05-14New reworked AnimatedSprite!Juan Linietsky
-New SpriteFrames editor, with support for drag&drop, multiple animation sets, animation speed and loop. -New AnimatedSprite, with support for all the new features! AnimatedSprite3D has not been updated yet. -Added support for drag&drop to other editors, such as resourcepreload, sample library, etc.
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-11-11-fixes to animatedsprite used with atlasJuan Linietsky
2015-10-13-A little More control about pixel snapping in 2DJuan Linietsky
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
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.
2015-06-12made changing pivot simpler in 2D nodes (just press v with mouse over position)Juan Linietsky
2015-05-25improved animation editorJuan Linietsky
-same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-12-07Batch of BugfixesJuan Linietsky
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky