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2020-01-23Merge pull request #35460 from ↵Rémi Verschelde
ericrybick/35409-skeleton-does-not-return-to-original-pose-when-ik-playback-is-stopped Fix bone pose override not being reset when IK animation is stopped
2020-01-23doc: Misc updates for AnimationNode* and othersRémi Verschelde
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
2020-01-23Fix bone pose override not being reset when IK animation is stoppedEric Rybicki
Fixes #35409
2020-01-22Fixed Tween::start() with pending updatesPouleyKetchoupp
Start was canceled instead of deferred in case of an update in progress. Fixes #35441
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-16Fix SkeletonIK not playing animation if more than one IK-Bone is activeEric Rybicki
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-12Provide default Tween values for transition and easing typesAndrii Doroshenko (Xrayez)
TRANS_LINEAR and EASE_IN_OUT are chosen as defaults for interpolation and follow methods.
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-30Handle state machine travel before the start node is processedPouleyKetchoupp
This change allows travel() to be called on AnimationNodeStateMachinePlayback during _ready(), before the start node has been processed and the state machine is considered playing.
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-11-01Fix some crashes, overflows and using variables without valuesRafał Mikrut
2019-10-23Fix Tween follow_property finishing with nullMark Riedesel
2019-10-02Add missing semicolons to `BIND_ENUM_CONSTANT` macro usesHugo Locurcio
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-19Fix misc. source comment typosluz.paz
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-03Added is_inside_tree() check in both Timer and Tweenshaderbeast
Tween now throws error and doesnt even execute.
2019-08-27fix otherwise unitialized variables, found in #31694Robin Hübner
2019-08-19fix animation freeze when playing animation from another AnimationPlayerUnknown
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)
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-08-07Merge pull request #31077 from qarmin/coverity_bugsRémi Verschelde
Change some code proposed by Coverity and Cppcheck
2019-08-07Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin
2019-08-06Fixed AnimationTreeStateMachine transition priority (last transition was ↵PouleyKetchoupp
always chosen instead of least cost) Fixes #31132
2019-07-09Improve the node configuration warning displayHugo Locurcio
- 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
2019-07-02Fix various memory leaks and errorsBojidar Marinov
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-20Merge pull request #24249 from zorbathut/zorbathut/animimmediateRémi Verschelde
Implement AnimationPlayer call modes as per #23498.
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-19Merge pull request #29878 from Dentrax/fixesRémi Verschelde
Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node`
2019-06-19added forgotten err_fail_index checkFurkan Türkal
2019-06-14Merge pull request #29621 from DevinPentecost/feature/0_duration_tweenRémi Verschelde
Implementing 0-duration tweens
2019-06-14Implementing 0-duration tweensDevin Pentecost
Some light refactor Adding comments in functions
2019-06-12Merge pull request #29306 from qarmin/small_code_fixesRémi Verschelde
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
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.
2019-06-03Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin
2019-05-28Fix some unincialised variablesqarmin
2019-05-23Merge pull request #29109 from RandomShaper/fix_onion_skinningRémi Verschelde
Fix onion skinning
2019-05-22Fix 2D bones ignored by onion skinningPedro J. Estébanez
Fixes #27819.
2019-05-19[StateMachine] Fix error message for travel methodGuilherme Felipe
2019-05-19Fix typos with codespellRémi Verschelde
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 ```
2019-04-30Merge pull request #24437 from mateusfccp/single_quotes_optionRémi Verschelde
Add settings for single-quotes on completion
2019-04-21Merge pull request #27577 from guilhermefelipecgs/continuation_of_27562Rémi Verschelde
Continuation of #27562
2019-04-16Merge pull request #27762 from rcorre/anim_docsMax Hilbrunner
AnimationNode* docs
2019-04-11Merge pull request #27887 from godotengine/AndreaCatania-patch-1Rémi Verschelde
Added No bone set state in the IK
2019-04-11Merge pull request #27917 from volzhs/init_autorestart_random_delayRémi Verschelde
Set initial value for autorestart_random_delay of AnimationNodeOneShot
2019-04-11Set initial value for autorestart_random_delay of AnimationNodeOneShotvolzhs