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path: root/scene/animation/animation_tree.cpp
AgeCommit message (Collapse)Author
2019-01-26Fix code style issuesRémi Verschelde
2019-01-25Avoid crashing in #23302Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-26Fixup to typo and indentation in 81c86e8Rémi Verschelde
2018-11-25Improved bindings and added documentation for AnimationNode, closes #20720Juan Linietsky
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.
2018-08-29Add missing copyright headersRémi Verschelde
2018-08-24Style: Fix previous commits from @reduzRémi Verschelde
2018-08-24Property clear caches in animationtree if animatioplayer is modified. Fixes ↵Juan Linietsky
#19876
2018-08-23-Fix blend tree rename, closes #20210Juan Linietsky
-Fixed activity lines in blend tree
2018-08-21Style: Fix issues that went past CIRémi Verschelde
2018-08-20Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky
-Reuse resources -Expose properties in AnimationTree
2018-08-02Add method to manually advance AnimationTree and manual process mode.Saracen
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.
2018-07-08Fix some enum export in new Animation editor.Fabio Alessandrelli
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
2018-06-27Changes to how node paths are selected from property, allowing setting a hint.Juan Linietsky
2018-06-27The way multiple quaternions being slerped was not good, changed approach to ↵Juan Linietsky
one that seems to work better.
2018-06-27Style: Apply clang-format to animation_tree.cppRémi Verschelde
Fixes issues introduced in c633b77 and de1ff22.
2018-06-27change node graph property and improved some bindingsJuan Linietsky
2018-06-26-Add root motion support in AnimationTree.Juan Linietsky
-Add RootMotionView, to debug root motion in 3D (disabled in runtime)
2018-06-25renamed AnimationGraphPlayer to AnimationTreeJuan Linietsky