Age | Commit message (Collapse) | Author |
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Animation Tree: Prevent cycle_test from being altered by past-test.
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Performance is around the same as using pure set() through GDScript.
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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Regression from 6fa6149517b974fccd97e41f6b0a6466c83473fc.
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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added a check to detect this case in the future
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
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renamed to PoolVector
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-Modified help to display properties
GDScript can still not make use of them, though.
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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Now the AnimationTreePlayer filters for Blend2 and OneShot nodes
behave as expected, that is the main animation is not affected by
the secondary animation if the track is filterd out for arbitarily
complex trees.
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such as playing a sample, an animation, etc.
-Better interpolation of discrete tracks, fixes #4417
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AnimationTreePlayer: fix discrete value tracks.
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Discrete value tracks don't update every frame (only when a new key is
reached). So we can't use the actual property value as an accumulator:
it will end up being zero most of the time.
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AnimationTreePlayer: allow animating resource properties.
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AnimationTreePlayer: constructor now sets processing mode.
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e.g. Particles2D config and param values.
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copy-paste duplication.
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start.
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tsn->seek_pos.
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The _process_node function (which recurses through the blend tree
generating blend values and the active animation list) had an argument
named `switched` which would loop an animation back to the beginning if
it had reached the end (regardless of whether or not it was supposed to
be a looping animation).
This argument was only used in four places: two of them were overridden
by a seek-to-zero, and I believe the other two are bugs.
In OneShot, it was used to reset the oneshot animation to the beginning
when fired. But this would fail if the oneshot node was fired before it
had completed its previous run. While this *could* be a valid way for
oneshot to work (firing does nothing if it's already running), the code
currently resets the fade-in, so I believe that it is intended to reset.
I replaced this usage with seek-to-0.
In Transition, it was used on the previous (fading out) animation when
seeking the Transition node, which I believe is incorrect: why would you
want to loop a non-looping animation instead of simply fading out from
the end? Also it will never happen unless you seek the Transition node
twice during one cross-fade.
The other two uses are in Transition and _process_animation, where it is
used along with a seek-to-zero which overrides it.
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TimeScale node: scale return value (time remaining).
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