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path: root/scene/animation/animation_tree_player.h
AgeCommit message (Collapse)Author
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.
2016-06-18Drop empty files that are not used anywhereRémi Verschelde
Part of #5272
2016-04-26AnimationTree: add filters to Animation nodes.Josh Grams
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.
2016-04-11AnimationTreePlayer: allow animating resource properties.Josh Grams
e.g. Particles2D config and param values.
2016-04-06AnimationTreePlayer (transition_node_set_current): fix by removing ↵Josh Grams
copy-paste duplication.
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.
2016-01-01Update copyright to 2016 in headersGeorge Marques
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
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky