Age | Commit message (Collapse) | Author |
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state transitioning from.
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Fix weird behavior of teleporting to self-state when `reset_on_teleport` is `false` in StateMachine
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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TokageItLab/add-animation-started-finished-signal-to-tree
Add `animation_started/finished` signals to `AnimationTree` and fix time accuracy in StateMachine
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Make auto-advance flag a requirement for conditional/expression evaluation
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Expressions and conditions now require auto mode to be set to auto.
Adds a toggle button to the state machine editor for whether new transitions
advance settings should default to auto mode or not.
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Remove expression base node for transitions
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change warnings=all to use /W4.
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Fix AnimationNodeStateMachinePlayback::is_playing
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Re-add AnimationNodeStateMachine::end_node for root state machine
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"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
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Fix AnimationTree state machine start()
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Co-authored-by: jeronimo-schreyer <jeronimo.schreyer@gmail.com>
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Fix #63660
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Fix #24790
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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`AnimationNodeStateMachinePlayback::_check_advance_condition`
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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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Fix ObjectDB instances leaked on state machine when editor closes
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Using codespell 2.2-dev from current git.
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Fixed broken root motion calculation in internal process of `AnimationBlendTree` such as `NodeOneShot`
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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- Open the menu to add new animation nodes by dragging the transitions to
empty areas and automatically connecting them.
- Adds box selection to the state machine.
- Add feature to group/ungroup selected nodes in a "sub" state machine.
- Add start/end node by default. In addition, add new color to these
nodes to differentiate then.
- Add tooltip for transitions to show the connection "from -> to".
- Add new "type" of transition line when multiple transitions are
grouped.
- Add popup to connect nodes in sub state machine.
- Add dialog to select which nodes can be deleted when they are grouped.
- Add classes:
AnimationNodeStartState
AnimationNodeEndState
EditorAnimationMultiTransitionEdit
- Implements disabled transition
API Changes:
- Now it's posible to add transitions between state machines,
`AnimationNodeStateMachine::add_transition` will works with relative path,
this means you can use it like this `add_transition("Idle", "Walk", tr)`
or `add_transition("Idle", "StateMachine/Shoot)`.
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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