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2017-11-13Change AnimationPlayer looping logicPedro J. Estébanez
So now it can seek to the actual values at time=length when instructed to seek to time=N*length. That is, formerly in the editor you had no way of seeing the actual state at time=length other than temporarily disabling looping. Now you can preview both endpoints. As a side effect, the values at anim time 0 will only be applied when actually seeking to 0, instead of at every time=N*length, as formerly. No issue.
2017-11-02Fixed AnimationPlayer.get_autoplay() returning empty stringRasmus Ketelsen
2017-10-21Refactor Fixed to PhysicsPoommetee Ketson
2017-10-20Merge pull request #12107 from RandomShaper/fix-anim-before-first-keyRémi Verschelde
Fix animation before first key
2017-10-15Fix animation before first keyPedro J. Estébanez
Prior to this, the value assumed for the interval between the start of the track and the first frame would be the one of the first key if - *seeking/playing a continuous track*; - *seeking a discrete track*. And the first key would be ignored until reached -thus not modifying the target property/transform- in the remaining case; namely, *playing a discrete track*. In other words, the inner workings of the animation system considered the unreached first key for interpolation but not for a query of every key inside a time range. With this changes, the first key is only considered is the animation is looped and ignored otherwise. That way, in order to have a start value, you'll need an explicit key at the very beginning of the track, while having the flexibility of the animation player not touching the target value until the first key is reached. This corresponds to the point 1) of #10752.
2017-10-14Fix animation not stopping after seeking to the endPedro J. Estébanez
2017-10-07Added a name/path description when there is an error in the Animation TrackMarcelo Fernandez
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-09-12Many fixes to visual script, changed virtuals override for a proper selector.Juan Linietsky
2017-09-01Fix AnimationTreePlayer bogus argument nameRémi Verschelde
Regression from 6fa6149517b974fccd97e41f6b0a6466c83473fc.
2017-09-01Fix some argument ordering, closes #10010Juan Linietsky
2017-08-29Cleaned up logic in Tween::_tween_process(), fixes #9187cryptonaut
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-06Fixed some string names and animation playback options, closes #9446Juan Linietsky
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-05-31Fix autoplay animation starts from last editor state #8976Poommetee Ketson
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-30Honor the Tween's final valuesShin-NiL
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-28Inf and NaN support added to GDScript.Saracen
2017-02-27Merge pull request #6462 from RandomShaper/fix-improve-anim-blendRémi Verschelde
Fix/improve AnimationPlayer blending logic
2017-02-22Tween: Fix undefined behavior found by static code analyzer.Andreas Haas
Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-07Fix tween Transform2D typosanikoyes
2017-01-25Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky
Greater VCS friendliness
2017-01-16Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
2017-01-16Improve .tscn VCSPedro J. Estébanez
Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-13renamed tween animationplayer scale functions to speed_scaleJuan Linietsky
2017-01-13Tween: Rename times_in_sec (sic) param to durationRémi Verschelde
2017-01-12Renamed most signals so they refer to:Juan Linietsky
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10- _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-08Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky
finished