Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-12-21 | Add animation_started/finished signals to AnimationTree | Silc Renew | |
2022-12-20 | Fixed a bug where negative Blend values were being discarded | Silc Renew | |
2022-12-01 | Refactor process of animation to retrive keys more exactly | Silc Renew | |
2022-11-22 | Refactor process of AnimationTree for end of animation | Silc Renew | |
2022-11-16 | Optimize animation blend tree process | Silc Renew | |
2022-10-07 | Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵ | bruvzg | |
change warnings=all to use /W4. | |||
2022-09-26 | Change time parameters and variables to double type | Dave Palais | |
Addresses #65313 | |||
2022-09-15 | Merge pull request #65196 from TokageItLab/fix-redraw-anim-tree | Rémi Verschelde | |
Fix redraw timing in `AnimationBlendTreeEditor` | |||
2022-09-14 | Fix redraw timing in AnimationBlendTreeEditor | Silc Renew | |
2022-09-02 | Rename `or_lesser` range property hint to `or_less` | Hugo Locurcio | |
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change. | |||
2022-08-31 | Merge pull request #59919 from ↵ | Rémi Verschelde | |
piiertho/enhancement/rename-AnimationNodeTransition-input_count-to_enabled_inputs | |||
2022-08-31 | enhancement: Rename declared property AnimationNodeTransition::input_count ↵ | Pierre-Thomas Meisels | |
to AnimationNodeTransition::enabled_inputs | |||
2022-08-30 | Rename Curve/Curve2D/Curve3D/Gradient `interpolate()` to `sample()` | Hugo Locurcio | |
"sampling" is a more accurate term than "interpolating" for what's happening when using that function. | |||
2022-08-22 | Merge pull request #63802 from TokageItLab/curve-transition | Rémi Verschelde | |
2022-08-22 | Make `_validate_property` a multilevel method | Yuri Sizov | |
2022-08-18 | added Curve in animation node transition for better control over cros… | Silc Renew | |
Co-authored-by: jeronimo-schreyer <jeronimo.schreyer@gmail.com> | |||
2022-07-29 | Remove Signal connect binds | Juan Linietsky | |
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind() | |||
2022-07-16 | refactor sync in AnimationTree | Silc Renew | |
2022-06-29 | fixed Pingpong animation get snaging on the edge in AnimationTree | Silc Renew | |
2022-06-11 | Add suffixes to all nodes and resources | FireForge | |
2022-05-19 | Add dedicated macros for property name extraction | Haoyu Qiu | |
* Replace case-by-case extraction with PNAME & GNAME * Fix group handling when group hint begins with property name * Exclude properties that are PROPERTY_USAGE_NO_EDITOR * Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros | |||
2022-05-09 | Fixed delta & Implement selection of whether or not to seek root | Silc Renew | |
2022-03-18 | Fix inversed ADD_GROUP parameters in AnimationNodeOneShot | Haoyu Qiu | |
2022-02-04 | String: Add contains(). | Anilforextra | |
2022-01-27 | More time parameters change type float to double | Silc 'Tokage' Renew | |
2022-01-25 | Expose AnimationNodeOneShot::mix_mode as a property | Wysocki Patryk | |
Fixes #23458. | |||
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-09 | Replace String comparisons with "", String() to is_empty() | Nathan Franke | |
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | |||
2021-11-09 | Merge pull request #53819 from TokageItLab/re-implement-ping-pong | Rémi Verschelde | |
Reimplement ping-pong animation and reverse playback | |||
2021-11-03 | Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR` | Hugo Locurcio | |
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`. | |||
2021-11-03 | reimplement ping-pong | Silc 'Tokage' Renew | |
2021-10-11 | Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and ↵ | Juan Linietsky | |
NodeAnimation" | |||
2021-10-09 | implement ping-pong loop in animation | Tokage | |
Co-authored-by: Chaosus <chaosus89@gmail.com> | |||
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-30 | Fix non-const iterators in const methods | Lightning_A | |
2021-09-21 | Merge pull request #52605 from TokageItLab/fixed-vtype-in-node-oneshot | Rémi Verschelde | |
Fixed value type and applied small change in `AnimationNodeOneShot` | |||
2021-09-13 | Fixed value type and applied small change in AnimationNodeOneShot | Silc 'Tokage' Renew | |
2021-09-11 | fixed AnimationNodeTransition when xfade time is zero | Silc 'Tokage' Renew | |
2021-08-26 | Fix AnimationBlendTree reset on resource loading | PouleyKetchoupp | |
When reset_state was called on an existing AnimationBlendTree, the output node would disappear, causing some errors in the editor and preventing animations to play properly. This change ensures the output node is always present in the node tree. | |||
2021-08-09 | Use doubles for time in animation code | Aaron Franke | |
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-18 | Optimize StringName usage | reduz | |
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor. | |||
2021-07-01 | Use PROPERTY_USAGE_NONE instead of 0 for no property usage | Aaron Franke | |
Also use const more often. | |||
2021-06-19 | Rename `instance()`->`instantiate()` when it's a verb | Lightning_A | |
2021-02-11 | Improve resource load cache | reduz | |
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving. | |||
2021-02-10 | Removed _change_notify | reduz | |
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now. | |||
2021-02-09 | Initialize class variables with default values in scene/ [2/2] | Rafał Mikrut | |
2021-02-07 | Initialize class variables with default values in scene/ [1/2] | Rafał Mikrut | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 |