Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-06-19 | Replace 'or'/'and' keywords | George Marques | |
Some compilers do not like this. | |||
2016-06-19 | Merge pull request #4724 from Cybolic/optional-loop-interpolation | Rémi 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 | |||
2016-06-18 | Drop empty files that are not used anywhere | Rémi Verschelde | |
Part of #5272 | |||
2016-06-18 | Add missing license headers in our source files (#5255) | Rémi Verschelde | |
Also removes a couple wrong Godot headers from third-party source files. | |||
2016-06-10 | TimeSeek node in AnimationTreePlayer now propagates filters | m4nu3lf | |
2016-05-21 | remove trailing whitespace | Hubert Jarosz | |
2016-05-20 | Added toggle for loop interpolation based on adolson's code | Christian Dannie Storgaard | |
2016-05-07 | Fixed animation player auto-queue duplication and undo/redo | Paulb23 | |
2016-04-26 | AnimationTree: add filters to Animation nodes. | Josh Grams | |
2016-04-24 | AnimationTree: set value track property per frame, not per track. | Josh Grams | |
2016-04-14 | animation_started signal to AnimationPlayer | Jakub Grzesik | |
2016-04-14 | Merge pull request #4308 from JoshuaGrams/atp-resources | Rémi Verschelde | |
AnimationTreePlayer: fix discrete value tracks. | |||
2016-04-12 | AnimationTreePlayer: 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. | |||
2016-04-12 | Merge pull request #4286 from JoshuaGrams/atp-resources | Rémi Verschelde | |
AnimationTreePlayer: allow animating resource properties. | |||
2016-04-12 | Merge pull request #4284 from JoshuaGrams/atp-process-mode | Rémi Verschelde | |
AnimationTreePlayer: constructor now sets processing mode. | |||
2016-04-11 | AnimationTreePlayer: allow animating resource properties. | Josh Grams | |
e.g. Particles2D config and param values. | |||
2016-04-11 | AnimationTreePlayer: constructor now sets processing mode. | Josh Grams | |
2016-04-11 | Merge pull request #4155 from JoshuaGrams/anim_tree_switched | Rémi Verschelde | |
AnimationTreePlayer: Various processing improvements | |||
2016-04-07 | Fix crash when tween control object previous freed | sanikoyes | |
2016-04-06 | AnimationTreePlayer (transition_node_set_current): fix by removing ↵ | Josh Grams | |
copy-paste duplication. | |||
2016-04-06 | AnimationTreePlayer (set_active, reset, constructor): seek all animations to ↵ | Josh Grams | |
start. | |||
2016-04-06 | AnimationTreePlayer (_process_node): more robust oneshot termination condition. | Josh Grams | |
2016-03-31 | AnimationTreePlayer (_process_node:TIMESEEK): allow auto-advance with 0 xfade. | Josh Grams | |
2016-03-31 | AnimationTreePlayer (_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. | |||
2016-03-09 | Merge pull request #3980 from JoshuaGrams/timescale-remainder | Rémi Verschelde | |
TimeScale node: scale return value (time remaining). | |||
2016-03-09 | TimeScale node: return +inf remaining for 0 scale. | Josh Grams | |
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-03-08 | AnimationTreePlayer: distinguish value tracks. | Josh Grams | |
If the node had a 3D Transform, the transform would always get written, even if the tracks on that node were supposed to be value tracks. | |||
2016-03-07 | TimeScale node: scale return value (time remaining). | Josh Grams | |
2016-03-01 | Merge pull request #3858 from JoshuaGrams/blend3 | Rémi Verschelde | |
AnimationTreePlayer (Blend3): process all inputs. | |||
2016-03-01 | AnimationTreePlayer: blend value tracks (closes #2299) | Josh Grams | |
Variant: - zero() sets a Variant to the appropriate type of zero value - blend() blends part of one Variant on top of another. | |||
2016-02-28 | AnimationTreePlayer (Blend3): process all inputs. | Josh Grams | |
Always call _process_node on all three inputs so that looped animations don't get out of sync. | |||
2016-02-11 | -Made some icon data types smaller so they take up less space | Juan Linietsky | |
-Fixed sample import plugin, makes samples sound strange in smp when limited hz | |||
2016-02-01 | store animation names in alphabetical order, fixes #3423 | Juan Linietsky | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-16 | -fix function calls in animationtree, closes #2789 | Juan Linietsky | |
2015-12-10 | This fixes long standing animation bug | Sergey Lapin | |
When AnimationTreePlayer switches to new animation it never seeks it to 0 which leads to problems with non-looping animations being played just once. This patch is direct approach fixing this problem. It handles most common cases of occurance. Closes #2199 | |||
2015-12-05 | -Display on animation editor which keys are invalid and which tracks are ↵ | Juan Linietsky | |
unresolved -Added a tool to clean up unresolved tracks and unused keys | |||
2015-11-18 | Merge pull request #2707 from akien-mga/master | Juan Linietsky | |
Cosmetic fixes to SCons buildsystem | |||
2015-11-02 | Experimental retooling of AnimationTreePlayer to allow manual advancement. | Saracen | |
2015-11-01 | Cosmetic fixes to SCons buildsystem | Rémi Verschelde | |
- Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check | |||
2015-09-10 | HTML5 exporter Improvements | Juan Linietsky | |
-Better template handling -Voice support -Stream support | |||
2015-06-29 | Several performance improvements, mainly in loading and instancing scenes ↵ | Juan Linietsky | |
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report. | |||
2015-06-06 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
Conflicts: demos/2d/motion/engine.cfg | |||
2015-06-01 | small fixes | Juan Linietsky | |
2015-05-25 | improved animation editor | Juan Linietsky | |
-same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres | |||
2015-05-18 | -Rename unexisting by nonexistant, closes #1940 | Juan Linietsky | |
-Added function to retrieve list of actions fron InputMap | |||
2015-05-06 | added notes to resolve undefined behavior of calculations in tweening | ehriche | |
interpolators in future. |