Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-11 | Fix AudioStreamPlayback::stop not being called on AudioStreamPlayer::stop | Marcelo Fernandez | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-22 | Restrict set_pitch_scale to positive scales for AudioStreamPlayer* | Chaosus | |
Fixes #20459. Co-authored-by: Tiago José Sousa Magalhães <crakylps@gmail.com> | |||
2018-07-09 | Improved stream paused fade code | Marcelo Fernandez | |
2018-07-05 | Merge pull request #19646 from chanon/fix-audiostream-cant-set-null-stream | Max Hilbrunner | |
Fix can't set AudioStreamPlayer stream to null | |||
2018-06-22 | fix can't set AudioStreamPlayer stream to null | chanon | |
2018-06-03 | Pause AudioStreamPlayers when SceneTree pauses | Marcelo Fernandez | |
2018-05-13 | Revert "Use fake audio playing property in editor" | Hein-Pieter van Braam | |
2018-03-16 | Use fake audio playing property in editor | ShyRed | |
It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor. Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor. This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor. | |||
2018-02-01 | Merge pull request #15910 from robfram/fix-audio-signal-issue-15895 | Rémi Verschelde | |
Fix issue #15895, audio streams don't signalling finished after the first one | |||
2018-02-01 | Merge pull request #15254 from mrcdk/pitch_scale | Rémi Verschelde | |
Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D | |||
2018-01-20 | Fix issue 15895, audio streams don't signalling finished after the first one | robfram | |
if the audio player is set to play again due to the order of calls in _notification. First it emits the signal, and later it disable the internal processing regardless what the callback did. Changed to emit the signal at the end to ensure the changes done at callback remains. | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵ | MrCdK | |
AudioStreamPlayer3D | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-11-25 | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵ | Juan Linietsky | |
wrong function, leading to unnecesary copy on writes and reduced performance. | |||
2017-11-12 | -Added ramp fadeout in AudioStreamPlayer, removes clips on audio restart | Juan Linietsky | |
-Fixed bug in AudioStreamPlayerSampler not completely writing the target buffer if sample ends, fixes #12307 | |||
2017-09-27 | Fixed bug with clearing the stream in AudioPlayerStream | Marcelo Fernandez | |
2017-09-23 | Rename get_position => get_playback_position and seek_pos => seek on audio ↵ | Marcelo Fernandez | |
classes | |||
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
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. | |||
2017-09-15 | Merge pull request #11230 from maxim-sheronov/fix_enum_bindings | Thomas Herzog | |
Fix enums bindings | |||
2017-09-13 | Fix enums bindings | Maxim Sheronov | |
Add missed bindings for enums Move some enums to class to have correct output of api.json | |||
2017-09-13 | Renamed play to playing property, but now playing and is_playing is the ↵ | Juan Linietsky | |
same, to avoid confusing. Closes #11211 | |||
2017-09-12 | Fixed issues with surround sound on audio server | Marcelo Fernandez | |
2017-09-06 | Renamed playing property of audiostreams to play, to make it clearer. Fixes ↵ | Juan Linietsky | |
#10730 Also disabled the auto shut down of the property when stream ends, to make it easier to animate | |||
2017-09-01 | Fix freeze on exit on audiostreamplayers when setting invalid stream, closes ↵ | Juan Linietsky | |
#10093 | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-25 | added finished signals to audio stream players, fixes #9928 | Juan Linietsky | |
2017-08-19 | Removes editor_hint from SceneTree | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-07-19 | Add object type hint for docs | Poommetee Ketson | |
2017-06-18 | -Added AudioStreamPlayer2D, for 2D positional sound | Juan Linietsky | |
-Added ability for Area2D to redirect positional sound to a specific audio bus | |||
2017-05-20 | Fix crash when saving AudioPlayer without stream. | Andreas Haas | |
Guards against calling this setter with invalid input. | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A 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 | |||
2017-03-05 | Add a bunch of missing Godot headers in own files | Rémi Verschelde | |
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
2017-01-21 | WIP new AudioServer, with buses, effects, etc. | Juan Linietsky | |