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2022-03-28String: Remove TTR and DTR defines in non-tools buildRémi Verschelde
This ensures we don't use TTR in runtime code, as it's specifically meant to source translations for the editor.
2022-03-28Merge pull request #59548 from akien-mga/obj-remove-unused-categoriesRémi Verschelde
2022-03-27Force final value at the end of Tweenkobewi
2022-03-26Object: Remove unused category boilerplateRémi Verschelde
We might want to re-add something like this if/when we find a good use case for it and do the effort to categorize all objects in the API properly. Until then, it's better to remove that boilerplate since it's not needed. Closes #18711.
2022-03-18Fix inversed ADD_GROUP parameters in AnimationNodeOneShotHaoyu Qiu
2022-03-16Fix blend animation to solve TRS track bug & blend order inconsistencySilc 'Tokage' Renew
2022-03-10Discern between virtual and abstract class bindingsreduz
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
2022-03-09Remove VARIANT_ARG* macrosreduz
* Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-02-04String: Add contains().Anilforextra
2022-01-29Merge pull request #57372 from KoBeWi/tween_freeze()Rémi Verschelde
Better handle infinite Tween loops
2022-01-29Better handle infinite Tween loopskobewi
2022-01-28Merge pull request #57368 from TokageItLab/fix-delta-for-animation-treeRémi Verschelde
2022-01-29Make AnimationTree delta argument force double in coreSilc 'Tokage' Renew
2022-01-28Fix not being able to stop() empty Tweenskobewi
2022-01-27More time parameters change type float to doubleSilc 'Tokage' Renew
2022-01-25Expose AnimationNodeOneShot::mix_mode as a propertyWysocki Patryk
Fixes #23458.
2022-01-09Fix Tween pause behaviorkobewi
2022-01-07Merge pull request #56195 from Zylann/anim_key_error_messageRémi Verschelde
2022-01-05Added key name to error message about key not being validMarc Gilleron
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-10Merge pull request #55572 from aaronfranke/ci-doubleRémi Verschelde
2021-12-09Add a double-precision editor build to CIAaron Franke
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-06Add a constant StringName for RESET animationkobewi
2021-11-27Fixed PlaybackData in AnimationPlayerSilc 'Tokage' Renew
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-12Add a minimal template build to CIAaron Franke
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-11-09Merge pull request #53819 from TokageItLab/re-implement-ping-pongRémi Verschelde
Reimplement ping-pong animation and reverse playback
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03reimplement ping-pongSilc 'Tokage' Renew
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
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-16Implement Animation Blend Shape Tracksreduz
* New track type BLEND_SHAPE * Blend shapes are imported via this new track type * Processing is more optimized (no longer relies on variants) * Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes) * Promo: Fixed a small bug in gizmo updating in Node3D that affected performance Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-13Remove REST transform influence in skeleton bonesreduz
* Animations and Skeletons are now pose-only. * Rest transform is kept as reference (when it exists) and for IK * Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-12Remove animation 3D transform track, replace by loc/rot/scale tracks.reduz
* `Animation.TYPE_TRANSFORM3D` track is gone. * Added POSITION_3D, ROTATION_3D, SCALE_3D tracks. * GLTF2, Collada, FBX importers will only import the track types found. * Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed. * AnimationPlayer and AnimationTree animate these tracks separately, only when found. * Removed BakeReset code, is useless with these changes. This is the first in a series of commits designed to make the animation system in Godot more useful, which includes: * Better compatibility with Autodesk products * Better reusability of animations across models (including retargeting). * Proper animation compression. * etc. *Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and ↵Juan Linietsky
NodeAnimation"
2021-10-09implement ping-pong loop in animationTokage
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-04GDScript completion: Handle quote style ad-hoc to remove editor dependencyRémi Verschelde
`core` and `scene` shouldn't depend on `editor`, so they can't query this style setting in `get_argument_options`. But we can handle it after the fact in GDScript's completion code. Also cleans up a couple extra unused invalid includes in `core`.
2021-10-03Merge pull request #44964 from Dragoncraft89/animation_tree_bugRémi Verschelde
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-30Fix non-const iterators in const methodsLightning_A
2021-09-24Refactor and move easing equationskobewi
2021-09-21Merge pull request #52605 from TokageItLab/fixed-vtype-in-node-oneshotRémi Verschelde
Fixed value type and applied small change in `AnimationNodeOneShot`
2021-09-20Merge pull request #52555 from TokageItLab/fixed-discrete-animation-seekRémi Verschelde
Fixed seeking behavior of property track with discrete interpolation
2021-09-20Merge pull request #52543 from ↵Rémi Verschelde
TokageItLab/fixed-transition-when-xfade-time-is-zero Fixed `AnimationNodeTransition`'s behavior when xfade time is zero