summaryrefslogtreecommitdiff
path: root/scene/animation
AgeCommit message (Collapse)Author
2016-04-14animation_started signal to AnimationPlayerJakub Grzesik
2016-04-14Merge pull request #4308 from JoshuaGrams/atp-resourcesRémi Verschelde
AnimationTreePlayer: fix discrete value tracks.
2016-04-12AnimationTreePlayer: 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.
2016-04-12Merge pull request #4286 from JoshuaGrams/atp-resourcesRémi Verschelde
AnimationTreePlayer: allow animating resource properties.
2016-04-12Merge pull request #4284 from JoshuaGrams/atp-process-modeRémi Verschelde
AnimationTreePlayer: constructor now sets processing mode.
2016-04-11AnimationTreePlayer: allow animating resource properties.Josh Grams
e.g. Particles2D config and param values.
2016-04-11AnimationTreePlayer: constructor now sets processing mode.Josh Grams
2016-04-11Merge pull request #4155 from JoshuaGrams/anim_tree_switchedRémi Verschelde
AnimationTreePlayer: Various processing improvements
2016-04-07Fix crash when tween control object previous freedsanikoyes
2016-04-06AnimationTreePlayer (transition_node_set_current): fix by removing ↵Josh Grams
copy-paste duplication.
2016-04-06AnimationTreePlayer (set_active, reset, constructor): seek all animations to ↵Josh Grams
start.
2016-04-06AnimationTreePlayer (_process_node): more robust oneshot termination condition.Josh Grams
2016-03-31AnimationTreePlayer (_process_node:TIMESEEK): allow auto-advance with 0 xfade.Josh Grams
2016-03-31AnimationTreePlayer (_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.
2016-03-09Merge pull request #3980 from JoshuaGrams/timescale-remainderRémi Verschelde
TimeScale node: scale return value (time remaining).
2016-03-09TimeScale node: return +inf remaining for 0 scale.Josh Grams
2016-03-09remove trailing whitespaceHubert Jarosz
2016-03-08AnimationTreePlayer: 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.
2016-03-07TimeScale node: scale return value (time remaining).Josh Grams
2016-03-01Merge pull request #3858 from JoshuaGrams/blend3Rémi Verschelde
AnimationTreePlayer (Blend3): process all inputs.
2016-03-01AnimationTreePlayer: 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.
2016-02-28AnimationTreePlayer (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 spaceJuan Linietsky
-Fixed sample import plugin, makes samples sound strange in smp when limited hz
2016-02-01store animation names in alphabetical order, fixes #3423Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-16-fix function calls in animationtree, closes #2789Juan Linietsky
2015-12-10This fixes long standing animation bugSergey 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
2015-11-18Merge pull request #2707 from akien-mga/masterJuan Linietsky
Cosmetic fixes to SCons buildsystem
2015-11-02Experimental retooling of AnimationTreePlayer to allow manual advancement.Saracen
2015-11-01Cosmetic fixes to SCons buildsystemRémi Verschelde
- Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
2015-09-10HTML5 exporter ImprovementsJuan Linietsky
-Better template handling -Voice support -Stream support
2015-06-29Several 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.
2015-06-06Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: demos/2d/motion/engine.cfg
2015-06-01small fixesJuan Linietsky
2015-05-25improved animation editorJuan 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 #1940Juan Linietsky
-Added function to retrieve list of actions fron InputMap
2015-05-06added notes to resolve undefined behavior of calculations in tweeningehriche
interpolators in future.
2015-05-05Spine: add feature to insert/remove interpolates while updatingsanikoyes
2015-05-01-Fixes from source code analyzizer, closes #1768Juan Linietsky
2015-04-27-added set_master_player binding, fixes #1477Juan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-01-07Add call deferred support for Tweensanikoyes
2015-01-02-fixed NODE_OUT error in animtreeplayer #1078Juan Linietsky
-fixed randon button when editing menubutton #1079
2014-12-191.Change interpolate_callback:p_times_in_sec argument before p_callback ↵sanikoyes
argument(more readable) 2.NodePath replace to instance_ID(can control object doe's not in scene tree) 3.Change interpolate types from Node to Object, can control more types(etc script class object) 4.Add pending_update counter, avoid insert/remove interpolates-list while traversal it
2014-12-16New Code CompletionJuan Linietsky
-=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
2014-12-02-Ability to ask for documents/pictures/etc system dirs.Juan Linietsky
-Fixes to animationplayer -fixes to collada importer
2014-11-11Fix AnimationTreePlayer.node_get_input_source typoBrandon DeRosier
- Changed node_get_input_sourcre to node_get_input_source
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around