Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Fix code formatting issues and VS compilation | Rémi Verschelde | |
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356. | |||
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | Refactored RID/RID_Owner to always use O(1) allocation. | Juan Linietsky | |
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now. | |||
2020-02-10 | Remove AnimationTreePlayer node | Michael Alexsander | |
2020-02-09 | Merge pull request #35656 from ericrybick/35460-fix2 | Rémi Verschelde | |
Use a new approach to fix bone pose override not being reset when IK animation is stopped. | |||
2020-02-09 | Use a new approach to fix bone pose override not being reset when IK ↵ | Eric Rybicki | |
animation is stopped. This reverts PR #35460 & commit 551c37167b0428b1489a8a6f6233624c5f4aa628. | |||
2020-02-06 | Merge pull request #35906 from muiroc/anim_node_value_bug | Rémi Verschelde | |
Pass missing args in AnimationNode script calls | |||
2020-02-05 | Remove duplicate ERR_PRINT macro. | Marcel Admiraal | |
2020-02-04 | pass missing args in AnimationNode script calls | muiroc | |
2020-01-23 | Merge pull request #35460 from ↵ | Rémi Verschelde | |
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 | |||
2020-01-23 | doc: Misc updates for AnimationNode* and others | Rémi Verschelde | |
- 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`. | |||
2020-01-23 | Fix bone pose override not being reset when IK animation is stopped | Eric Rybicki | |
Fixes #35409 | |||
2020-01-22 | Fixed Tween::start() with pending updates | PouleyKetchoupp | |
Start was canceled instead of deferred in case of an update in progress. Fixes #35441 | |||
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
2020-01-16 | Fix SkeletonIK not playing animation if more than one IK-Bone is active | Eric Rybicki | |
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
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. | |||
2019-12-12 | Provide default Tween values for transition and easing types | Andrii Doroshenko (Xrayez) | |
TRANS_LINEAR and EASE_IN_OUT are chosen as defaults for interpolation and follow methods. | |||
2019-12-10 | Removed unused variables, add some constants numbers | Rafał Mikrut | |
2019-11-30 | Handle state machine travel before the start node is processed | PouleyKetchoupp | |
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. | |||
2019-11-20 | Fix some overflows and unitialized variables | Rafał Mikrut | |
2019-11-01 | Fix some crashes, overflows and using variables without values | Rafał Mikrut | |
2019-10-23 | Fix Tween follow_property finishing with null | Mark Riedesel | |
2019-10-02 | Add missing semicolons to `BIND_ENUM_CONSTANT` macro uses | Hugo Locurcio | |
2019-09-25 | Merge pull request #32051 from qarmin/some_error_explanation | Rémi Verschelde | |
Added some obvious errors explanations | |||
2019-09-25 | Added some obvious errors explanations | qarmin | |
2019-09-23 | Merge pull request #32275 from godotengine/skin_support | Rémi Verschelde | |
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes | |||
2019-09-19 | Fix misc. source comment typos | luz.paz | |
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 ` | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-03 | Added is_inside_tree() check in both Timer and Tween | shaderbeast | |
Tween now throws error and doesnt even execute. | |||
2019-08-27 | fix otherwise unitialized variables, found in #31694 | Robin Hübner | |
2019-08-19 | fix animation freeze when playing animation from another AnimationPlayer | Unknown | |
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) | |||
2019-08-12 | Remove redundant author doc comments | IAmActuallyCthulhu | |
2019-08-09 | Remove ERR_EXPLAIN from scene/* code | Tomasz Chabora | |
2019-08-07 | Merge pull request #31077 from qarmin/coverity_bugs | Rémi Verschelde | |
Change some code proposed by Coverity and Cppcheck | |||
2019-08-07 | Add some code changes/fixes proposed by Coverity and Clang Tidy | qarmin | |
2019-08-06 | Fixed AnimationTreeStateMachine transition priority (last transition was ↵ | PouleyKetchoupp | |
always chosen instead of least cost) Fixes #31132 | |||
2019-07-09 | Improve the node configuration warning display | Hugo Locurcio | |
- 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 | |||
2019-07-02 | Fix various memory leaks and errors | Bojidar Marinov | |
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-06-20 | Merge pull request #24249 from zorbathut/zorbathut/animimmediate | Rémi Verschelde | |
Implement AnimationPlayer call modes as per #23498. | |||
2019-06-19 | Made use of semicolons more consitent, fixed formatting | JohnJLight | |
2019-06-19 | Merge pull request #29878 from Dentrax/fixes | Rémi Verschelde | |
Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node` | |||
2019-06-19 | added forgotten err_fail_index check | Furkan Türkal | |
2019-06-14 | Merge pull request #29621 from DevinPentecost/feature/0_duration_tween | Rémi Verschelde | |
Implementing 0-duration tweens | |||
2019-06-14 | Implementing 0-duration tweens | Devin Pentecost | |
Some light refactor Adding comments in functions | |||
2019-06-12 | Merge pull request #29306 from qarmin/small_code_fixes | Rémi Verschelde | |
Small fixes to unrechable code, possibly overflows, using NULL pointers | |||
2019-06-11 | Fix error macro calls not ending with semicolon | Rémi Verschelde | |
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. | |||
2019-06-03 | Small fixes to unrechable code, possibly overflows, using NULL pointers | qarmin | |
2019-05-28 | Fix some unincialised variables | qarmin | |
2019-05-23 | Merge pull request #29109 from RandomShaper/fix_onion_skinning | Rémi Verschelde | |
Fix onion skinning |