Age | Commit message (Collapse) | Author |
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(cherry picked from commit 45f4d59fa477d6e22adb02432449e0fda10ac5d2)
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Fix remaining fade doesn't clear when reset in AnimationNodeTransition
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Fix broken first frame of `NodeTransition`/`NodeOneShot` when xfade is 0
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1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
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Fix AnimationNodeTransition initialization and AnimationNode remapping method
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Consistent with NodeTimeSeek parameters OtherNodes
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Make restart in NodeStateMachine / NodeTransition optional
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Consistent with NodeBlendSpace1D option NodeBlendSpace2D
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Fix error messages for {}Tweener.new()
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Co-authored-by: Skrapion <rick@firefang.com>
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Allow the Reset option of NodeTransition to be set for each Input
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Fix unsafe murmur3 hash use for the default material keys, expose alpha hash transparency mode for default materials and Label3D and Sprite3D.
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Make `AnimatedSprite`'s playback API consistent with `AnimationPlayer`
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state transitioning from.
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transparency mode for default materials and Label3D and Sprite3D.
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Fix weird behavior of teleporting to self-state when `reset_on_teleport` is `false` in StateMachine
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Expose `fading_from` from StateMachine
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Fix wrong BezierTrack init value
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Allow AnimationStateMachine / AnimationNode to restart when transitioning to the same state
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Add next/reset function to `AnimationStateMachine`
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