Age | Commit message (Collapse) | Author |
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Use a new approach to fix bone pose override not being reset when IK animation is stopped.
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animation is stopped.
This reverts PR #35460 & commit 551c37167b0428b1489a8a6f6233624c5f4aa628.
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Pass missing args in AnimationNode script calls
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ericrybick/35409-skeleton-does-not-return-to-original-pose-when-ik-playback-is-stopped
Fix bone pose override not being reset when IK animation is stopped
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- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
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Fixes #35409
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Start was canceled instead of deferred in case of an update in progress.
Fixes #35441
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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TRANS_LINEAR and EASE_IN_OUT are chosen as defaults for
interpolation and follow methods.
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This change allows travel() to be called on AnimationNodeStateMachinePlayback during _ready(), before the start node has been processed and the state machine is considered playing.
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Added some obvious errors explanations
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Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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Tween now throws error and doesnt even execute.
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Donated by IMVU, Inc.
Fixes #31410
When we create an animation player with an animation from which we will start another AnimationPlayer's animation at the moment when that animation is already active - it will be stopped. When starting an animation with play() func all the 'outside' animations for animation player were removed (`_stop_playing_caches` func). This pr prevents this behaviour for the case when play is called for animation that's still active. This way the behaviour is the same between "Animation Playback track" and other tracks (tested with value track)
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Change some code proposed by Coverity and Cppcheck
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always chosen instead of least cost)
Fixes #31132
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- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
blank line to make them easier to distinguish
- Improve grammar and formatting
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Implement AnimationPlayer call modes as per #23498.
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Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node`
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Implementing 0-duration tweens
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Some light refactor
Adding comments in functions
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Small fixes to unrechable code, possibly overflows, using NULL pointers
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Fix onion skinning
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Fixes #27819.
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Add settings for single-quotes on completion
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