Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
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Added warning when setting autoplay of AnimationPlayer that's inside the tree.
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Added warning when setting autoplay of AnimationPlayer that's inside the tree.
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Fixes GCC 5 warnings of the form:
core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]
Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
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Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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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.
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Fixed animation_player errors displaying wrong property. It appears the cache wasn't created property.
This fixes #17718
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Fix bug in animationplayer editor not using subproperties properly
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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.
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-Fix on scene importer, keeping changes to animation tracks was not working
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-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
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Fixes #19448
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Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
a
Implemented implicit hierarchy.
Improved
Added some physics properties
Added bone offset to preserve COM, partially fixed scaling
work in progress
WIP
wip
Implemented Joint Gizmos
Implemented pin joint joint
Implemented all joints
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Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis.
Added various missing functions and constructors.
Should close #17968.
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Added `get_playing_speed` method to AnimationPlayer, returning the actual playing speed of the animation being played
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fixes #17325.
The bone pose transform was created by setting the rotation and
**then** scaling the transform. This leads to object "deformation"
that's not intended.
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playing speed of the animation being played.
As stated in #16550, there is no way to get the playing speed of an
animation. The `playback_speed` property is for the whole AnimationPlayer
node, and the argument passed to `play` method is another scale applied
in top of the AnimationPlayer properties.
Thus, the actual playing speed is AnimationPlayer.speed_scale *
AnimationPlayer.playback.current.speed_scale. If it is not playing, the
method returns 0.
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Part of #16051
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Fixes #15646.
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'name' default param should not be used since there is problem with name shadowing
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of tree notification.
Updated doc accordingly.
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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
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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.
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Fix AnimationPlayer redundantly signaling finish
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Happy new year to the wonderful Godot community!
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Now it will emit only when actually going from not-finished-yet to finished, as has always been the case.
The bug was a side effect of 2d2467c0ff8ba05f492cefef3adbcd5513bbd8dd.
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This partially reverts commits e79456519d0c1dff98ffa5f39e8e7c962b7dd553
and 2d07fe29208b9ccef31ab654ca5405edac7a0de7, which introduced API changes
needing more in-depth review at this stage.
Kept the removal of "get_position" binding, redundant with
"get_current_animation_position". Kept docs changes where applicable.
Also removed the obsolete "stop_all" method which does the same as "stop".
Fixes #14602.
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Allow for getting/setting "dotted" properties of objects
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Performance is around the same as using pure set() through GDScript.
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So now it can seek to the actual values at time=length when instructed to seek to time=N*length.
That is, formerly in the editor you had no way of seeing the actual state at time=length other than temporarily disabling looping. Now you can preview both endpoints.
As a side effect, the values at anim time 0 will only be applied when actually seeking to 0, instead of at every time=N*length, as formerly. No issue.
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