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path: root/scene/animation/animation_tree_player.cpp
AgeCommit message (Collapse)Author
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-02-28Inf and NaN support added to GDScript.Saracen
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
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.
2017-01-10- _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky
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.
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
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()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-10-31Fixed Mix nodes in Animation Tree Playerm4nu3lf
2016-06-22AnimationTreePlayer filters improvedm4nu3lf
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.
2016-06-19-Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky
such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
2016-06-10TimeSeek node in AnimationTreePlayer now propagates filtersm4nu3lf
2016-04-26AnimationTree: add filters to Animation nodes.Josh Grams
2016-04-24AnimationTree: set value track property per frame, not per track.Josh Grams
2016-04-14Merge pull request #4308 from JoshuaGrams/atp-resourcesRémi Verschelde
AnimationTreePlayer: fix discrete value tracks.
2016-04-12AnimationTreePlayer: fix discrete value tracks.Josh Grams
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.
2016-04-12Merge pull request #4286 from JoshuaGrams/atp-resourcesRémi Verschelde
AnimationTreePlayer: allow animating resource properties.
2016-04-12Merge pull request #4284 from JoshuaGrams/atp-process-modeRémi Verschelde
AnimationTreePlayer: constructor now sets processing mode.
2016-04-11AnimationTreePlayer: allow animating resource properties.Josh Grams
e.g. Particles2D config and param values.
2016-04-11AnimationTreePlayer: constructor now sets processing mode.Josh Grams
2016-04-06AnimationTreePlayer (transition_node_set_current): fix by removing ↵Josh Grams
copy-paste duplication.
2016-04-06AnimationTreePlayer (set_active, reset, constructor): seek all animations to ↵Josh Grams
start.
2016-04-06AnimationTreePlayer (_process_node): more robust oneshot termination condition.Josh Grams
2016-03-31AnimationTreePlayer (_process_node:TIMESEEK): allow auto-advance with 0 xfade.Josh Grams
2016-03-31AnimationTreePlayer (_process_node:TIMESEEK): give p_seek precedence over ↵Josh Grams
tsn->seek_pos.
2016-03-27* AnimationTreePlayer (_process_node): remove `switched` argument.Josh Grams
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.
2016-03-09Merge pull request #3980 from JoshuaGrams/timescale-remainderRémi Verschelde
TimeScale node: scale return value (time remaining).
2016-03-09TimeScale node: return +inf remaining for 0 scale.Josh Grams
2016-03-09remove trailing whitespaceHubert Jarosz
2016-03-08AnimationTreePlayer: distinguish value tracks.Josh Grams
If the node had a 3D Transform, the transform would always get written, even if the tracks on that node were supposed to be value tracks.
2016-03-07TimeScale node: scale return value (time remaining).Josh Grams
2016-03-01Merge pull request #3858 from JoshuaGrams/blend3Rémi Verschelde
AnimationTreePlayer (Blend3): process all inputs.
2016-03-01AnimationTreePlayer: blend value tracks (closes #2299)Josh Grams
Variant: - zero() sets a Variant to the appropriate type of zero value - blend() blends part of one Variant on top of another.
2016-02-28AnimationTreePlayer (Blend3): process all inputs.Josh Grams
Always call _process_node on all three inputs so that looped animations don't get out of sync.
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-16-fix function calls in animationtree, closes #2789Juan Linietsky
2015-12-10This fixes long standing animation bugSergey Lapin
When AnimationTreePlayer switches to new animation it never seeks it to 0 which leads to problems with non-looping animations being played just once. This patch is direct approach fixing this problem. It handles most common cases of occurance. Closes #2199
2015-11-02Experimental retooling of AnimationTreePlayer to allow manual advancement.Saracen
2015-04-27-added set_master_player binding, fixes #1477Juan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-01-02-fixed NODE_OUT error in animtreeplayer #1078Juan Linietsky
-fixed randon button when editing menubutton #1079
2014-11-11Fix AnimationTreePlayer.node_get_input_source typoBrandon DeRosier
- Changed node_get_input_sourcre to node_get_input_source
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around