Age | Commit message (Collapse) | Author |
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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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Continuation of #27562
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AnimationNode* docs
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Added No bone set state in the IK
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Set initial value for autorestart_random_delay of AnimationNodeOneShot
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The problem is that initially the root bone was not set, and you didn't know that because the "no set" state was missing. Now I've added it. https://github.com/godotengine/godot-docs/issues/2333
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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The API docs for various animation nodes are pretty empty, yet the
tutorial at
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
contains some details.
These details should be included in the API docs so looking up a
particular class actually provides some information rather than
requiring the user to hunt for a different tutorial.
This also links the AnimationTree tutorial and demo in the docs.
I've found the TPS demo to be the best resource so far for learning
how to use the AnimationTree. This should be easy to find if someone
looks up the AnimationTree API docs.
Finally, this fixes a param typo in AnimationNodeStateMachine.
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[AnimationTree] Fix scale interpolation
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Added signal for Tween emitted at full completion
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Interpolation cannot use zero values, must use the values from the
animation to be blended.
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Fix AnimationPlayer jumping to the beggining after ending on editor.
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Fixes #25316.
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-Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer
-Added missing emit_changed whe modifying keys to Animation
-Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references
-Changed AnimationEditor to update the current track when keys are edited
-Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated)
-Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
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Fix many asan and ubsan reported issues
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this fixes #25507
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