Age | Commit message (Collapse) | Author |
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AnimationTreePlayer filters improved
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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..
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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.
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Some compilers do not like this.
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Added toggle for loop interpolation based on adolson's code
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such as playing a sample, an animation, etc.
-Better interpolation of discrete tracks, fixes #4417
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Part of #5272
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Also removes a couple wrong Godot headers from third-party source files.
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AnimationTreePlayer: fix discrete value tracks.
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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.
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AnimationTreePlayer: allow animating resource properties.
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AnimationTreePlayer: constructor now sets processing mode.
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e.g. Particles2D config and param values.
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AnimationTreePlayer: Various processing improvements
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copy-paste duplication.
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start.
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tsn->seek_pos.
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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.
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TimeScale node: scale return value (time remaining).
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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.
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AnimationTreePlayer (Blend3): process all inputs.
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Variant:
- zero() sets a Variant to the appropriate type of zero value
- blend() blends part of one Variant on top of another.
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Always call _process_node on all three inputs so that looped animations
don't get out of sync.
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-Fixed sample import plugin, makes samples sound strange in smp when limited hz
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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
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unresolved
-Added a tool to clean up unresolved tracks and unused keys
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Cosmetic fixes to SCons buildsystem
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
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-Better template handling
-Voice support
-Stream support
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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.
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Conflicts:
demos/2d/motion/engine.cfg
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