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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.
2017-01-13renamed tween animationplayer scale functions to speed_scaleJuan Linietsky
2017-01-13Tween: Rename times_in_sec (sic) param to durationRémi Verschelde
2017-01-12Renamed most signals so they refer to:Juan Linietsky
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
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.
2017-01-08Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky
finished
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!
2016-11-02Merge pull request #7000 from m4nu3lf/masterRémi Verschelde
Fixed Mix nodes in Animation Tree Player
2016-11-01style: Fix PEP8 whitespace issues in Python filesRémi Verschelde
Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
2016-10-31Fixed Mix nodes in Animation Tree Playerm4nu3lf
2016-10-26Fix regression #6864 caused by #6613Pawel Kowal
2016-10-17SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde
Also switch existing shebangs to "better" /usr/bin/env python.
2016-09-25Tween reset/stop/resume/remove for all object properties at oncePawel Kowal
2016-08-31Tween: fix non-repeat interpolate_callback does not delete after call triggeredsanikoyes
2016-07-10Merge pull request #5352 from m4nu3lf/masterJuan Linietsky
AnimationTreePlayer filters improved
2016-06-26Revert "Added toggle for loop interpolation based on adolson's code"Rémi Verschelde
This reverts commits 8884b8f51963553dd1ecc0bc4accf64deb4f645f bd5c8f2aa086c2cacc704dfef249c124760ab569 and 5cb31f6d5b667a551092b699de6f4786e0bb5b6d. <reduz> Akien, I understand the need for the second loop mode, but I think the current UI is pretty confusing. I think this should be changed for an enum, both there and in the animation.. otherwise we should revert it [...] <reduz> alternatively this could be added per track, which I think should make it a little less confusing Reopens #959..
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.
2016-06-19Replace 'or'/'and' keywordsGeorge Marques
Some compilers do not like this.
2016-06-19Merge pull request #4724 from Cybolic/optional-loop-interpolationRémi Verschelde
Added toggle for loop interpolation based on adolson's code
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
2016-06-18Drop empty files that are not used anywhereRémi Verschelde
Part of #5272
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-10TimeSeek node in AnimationTreePlayer now propagates filtersm4nu3lf
2016-05-21remove trailing whitespaceHubert Jarosz
2016-05-20Added toggle for loop interpolation based on adolson's codeChristian Dannie Storgaard
2016-05-07Fixed animation player auto-queue duplication and undo/redoPaulb23
2016-04-26AnimationTree: add filters to Animation nodes.Josh Grams
2016-04-24AnimationTree: set value track property per frame, not per track.Josh Grams
2016-04-14animation_started signal to AnimationPlayerJakub Grzesik
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
2016-04-11Merge pull request #4155 from JoshuaGrams/anim_tree_switchedRémi Verschelde
AnimationTreePlayer: Various processing improvements
2016-04-07Fix crash when tween control object previous freedsanikoyes
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).