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path: root/scene/animation/tween.cpp
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2023-01-16Improve empty Tween error messagekobewi
2023-01-11Improve some Tween internalskobewi
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-01Improve RefCounted support in Tweenkobewi
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-09-26Change time parameters and variables to double typeDave Palais
Addresses #65313
2022-09-16Fix crash when playing Tween right after finishingkobewi
2022-09-15Move some methods to Animation from Variant for refactoringSilc Renew
2022-08-30Cast between float and ints in Tween.`tween_property()`Micky
2022-08-22Fix Quaternion Tween and implement ease bakerSilc Renew
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-05-05Fix error spam when tweened node leaves treekobewi
2022-05-03Merge pull request #60627 from aaronfranke/rename-elementsRémi Verschelde
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-01Improve Tween infinite loop detectionkobewi
2022-04-30Simplify Callable error text methodskobewi
2022-04-29Rename Basis "elements" to "rows"Aaron Franke
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-04-28Miscellaneous Tween fixesHaoyu Qiu
2022-04-17Make Tween.interpolate_value() statickobewi
2022-04-02Merge pull request #59415 from KoBeWi/tween_time()Rémi Verschelde
2022-03-29Add get_total_elapsed_time() to Tweenkobewi
2022-03-27Force final value at the end of Tweenkobewi
2022-01-29Better handle infinite Tween loopskobewi
2022-01-28Fix not being able to stop() empty Tweenskobewi
2022-01-09Fix Tween pause behaviorkobewi
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-01Merge pull request #54391 from DavidSichma/doc_interpolate_valueRémi Verschelde
2021-10-29Fixed Tween::interpolate_value argument order.David Sichma
2021-10-28Fix parallel Tweens not ending correctlykobewi
2021-09-24Refactor and move easing equationskobewi
2021-09-16Improvements to Tweens' Variant typeskobewi
2021-08-06Various fixes to Tween codekobewi
2021-08-02Add null check to Tween.bind_node()kobewi
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-06-19Complete rewrite of TweensTomasz Chabora
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween. * Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot. * Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget). * There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener. * The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners. * Tweeners by default execute in sequence, so it's easy to create complex chained animations. * You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-03fix no tween repeat after stop_all() and start() againjmb462
2021-02-24Tween: Add null check for target objectChristoffer Sundbom
Fixes #45399.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-07-20bug with Tween.is_active, fixes #39760Chistpohe LY
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html