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path: root/scene/animation/animation_player.cpp
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2020-04-02Replace more occurrences of NULL with nullptrRémi Verschelde
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-08-19fix animation freeze when playing animation from another AnimationPlayerUnknown
Donated by IMVU, Inc. Fixes #31410 When we create an animation player with an animation from which we will start another AnimationPlayer's animation at the moment when that animation is already active - it will be stopped. When starting an animation with play() func all the 'outside' animations for animation player were removed (`_stop_playing_caches` func). This pr prevents this behaviour for the case when play is called for animation that's still active. This way the behaviour is the same between "Animation Playback track" and other tracks (tested with value track)
2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-06-20Merge pull request #24249 from zorbathut/zorbathut/animimmediateRémi Verschelde
Implement AnimationPlayer call modes as per #23498.
2019-05-22Fix 2D bones ignored by onion skinningPedro J. Estébanez
Fixes #27819.
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-04-30Merge pull request #24437 from mateusfccp/single_quotes_optionRémi Verschelde
Add settings for single-quotes on completion
2019-03-02Removed some printsJuan Linietsky
2019-02-20Fix AnimationPlayer jumping to the beggining after ending on editor.Luiz
2019-02-14Fix AnimationPlayer bug where it wouldn't reset its position when finishedLuiz
2019-02-14-Fixes to undo redo to avoid crash, closes #24251Juan Linietsky
-Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer -Added missing emit_changed whe modifying keys to Animation -Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references -Changed AnimationEditor to update the current track when keys are edited -Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated) -Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
2019-02-13Fix some AnimationPlayer bugs and update documentationLuiz
2019-02-01When an animationplayer sets a property on itself recreate the cachesHein-Pieter van Braam
this fixes #25507
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-18Add settings for single-quotes on completionMateus Felipe C. C. Pinto
2018-12-12Merge pull request #22739 from DualMatrix/autoplay_warnRémi Verschelde
Added warning when setting autoplay of AnimationPlayer that's inside the tree.
2018-12-09Implement AnimationPlayer call modes as per #23498.Ben Rog-Wilhelm
2018-11-28Made it possible to read AnimationPlayer queue from GDscriptDualMatrix
2018-11-19Reseek if cachees were cleared in animation player, fixes #19424Juan Linietsky
2018-10-05Added warning when setting autoplay of AnimationPlayer that's inside the tree.DualMatrix
Added warning when setting autoplay of AnimationPlayer that's inside the tree.
2018-09-27Fix warnings about unhandled enum value in switch [-Wswitch]Rémi Verschelde
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.
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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.
2018-09-09Fixed animation_player errors displaying wrong property.DualMatrix
Fixed animation_player errors displaying wrong property. It appears the cache wasn't created property. This fixes #17718
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-02Add method to manually advance AnimationTree and manual process mode.Saracen
2018-07-26Merge pull request #19464 from bojidar-bg/19448-fix-subproperty-handlingRémi Verschelde
Fix bug in animationplayer editor not using subproperties properly
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.
2018-07-18Print an error when calling an invalid method on an AnimationMarcelo Fernandez
2018-07-01-Fix in animationplayback, sound would be cut on loopJuan Linietsky
-Fix on scene importer, keeping changes to animation tracks was not working
2018-06-29Small fixesJuan Linietsky
2018-06-18-Added AnimationGraphPlayer (still missing features)Juan Linietsky
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-06-18Fix bug in animationplayer editor not using subproperties properlyBojidar Marinov
Fixes #19448
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky