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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"`
2018-09-12Merge pull request #21913 from DualMatrix/tween_remove_allRémi Verschelde
Fixed calling start() after remove_all() on tween not working
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.
2018-09-11Fixed calling start() emmediately after remove_all() on tween not wrokingDualMatrix
Fixed calling start() emmediately after remove_all() on tween not wroking Fixes #19901
2018-09-09Fixed animation_player errors displaying wrong property.DualMatrix
Fixed animation_player errors displaying wrong property. It appears the cache wasn't created property. This fixes #17718
2018-08-29Add missing copyright headersRémi Verschelde
2018-08-27Merge pull request #21405 from SneakyMax/fix-animation-condition-advancingJuan Linietsky
Fix advancing based on condition in AnimationNodeStateMachinePlayback
2018-08-26Fixed task creation with void chain in SkeletonIKAndrea Catania
2018-08-25Fix advancing based on condition in AnimationNodeStateMachinePlaybackAndy Brenneke
2018-08-24Style: Fix previous commits from @reduzRémi Verschelde
2018-08-24Property clear caches in animationtree if animatioplayer is modified. Fixes ↵Juan Linietsky
#19876
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-23-Fix blend tree rename, closes #20210Juan Linietsky
-Fixed activity lines in blend tree
2018-08-24Remove unnecessary print with AnimationNodeStateMachinePlaybackvolzhs
2018-08-21Style: Fix issues that went past CIRémi Verschelde
2018-08-21Merge pull request #21228 from Noshyaar/docs-bindRémi Verschelde
Fix arg name in docs, some copy-paste errors
2018-08-20Crash fixes for material and animtreeJuan Linietsky
2018-08-21Fix arg name in docs, some copy-paste errorsPoommetee Ketson
2018-08-20Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky
-Reuse resources -Expose properties in AnimationTree
2018-08-19Fix compiling SkeletonIK with disable_3dRémi Verschelde
Fixes #20825.
2018-08-16Tween: Add a unique identifier to InterpolateData to be able to remove the ↵James
right one when finished
2018-08-14Merge pull request #20665 from SaracenOne/animation_tree_controlRémi Verschelde
Add method to manually advance AnimationTree and manual process mode.
2018-08-09interpolation was not removed because of id mismatchJames
2018-08-04Fixed typo in SkeletonIKAndrea Catania
2018-08-04Implemented IKAndreaCatania
2018-08-02Add method to manually advance AnimationTree and manual process mode.Saracen
2018-07-26Merge pull request #19464 from bojidar-bg/19448-fix-subproperty-handlingRémi Verschelde
Fix bug in animationplayer editor not using subproperties properly
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.
2018-07-24Merge pull request #19781 from razcore-art/fix-tweenRémi Verschelde
Fix and make Tween node less confusing
2018-07-18Print an error when calling an invalid method on an AnimationMarcelo Fernandez
2018-07-18Style: Format code with clang-format 6.0.1Rémi Verschelde
2018-07-08Fix some enum export in new Animation editor.Fabio Alessandrelli
2018-07-02-Fixes to how hashing happened, now StringName and NodePath use default ↵Juan Linietsky
hasher, this was leading to some severe slowdown in scenarios -Fixes to some duplication scenarios for instanced scenes
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
2018-06-30-Fixes to OBJ importer, option to disable optimizationJuan Linietsky
-Fixes to script language, PlaceHolder can now get and check methods
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.
2018-06-27Check "done" state in original loopRăzvan C. Rădulescu
My first attepmt I added a second loop to check if processing should stop. This attempts to optimize by using the original loop (one loop). Also resets `elapsed` time on finish of tween which fixes `tell()`.
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)
2018-06-26Fix and make Tween node less confusingRăzvan C. Rădulescu
I've made the following changes: - make `is_active` the main way of keeping track of tween processing/activity, meaning that `is_active` will now return `false` if all tween actions have finished or if it isn't started or if it was stopped via `set_active(false)` or any other mode - removed is_stopped because is redundand now The above meant that we don't have to keep track of yet another variable `available` since everything is based on `*processing_internal` so I removed it, likewise it's own local `processing` variable was removed, as well as the "double" `_set_process` which it feels more like a hack. What wasn't changed: - `tell()` still returns max value (i.e. `== get_runtime()` when all tweens `finish`) *More testing is needed*. So far I've tested repeat on/off, delay, `is_active()` working corretly, `set_active(true), set_active(false)`, but probably more tests are necessary, all the resets, stops, resume etc.
2018-06-26ensure BlendSpace1D syncs animationsThomas Herzog
2018-06-25renamed AnimationGraphPlayer to AnimationTreeJuan Linietsky
2018-06-25Merge pull request #19720 from karroffel/blendspace-1dJuan Linietsky
add BlendSpace1D animation node
2018-06-25removed printJuan Linietsky
2018-06-25added BlendSpace1D editor pluginThomas Herzog
This commit also fixes a crash in the BlendSpace2D as well as correct the drawing of the x-zero indicator in the BlendSpace2D editor plugin.
2018-06-25added AnimationBlendSpace1DThomas Herzog