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path: root/scene/resources/animation.cpp
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2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-04-24Merge pull request #8277 from tagcup/math_checksRémi Verschelde
Added various functions basic math classes. Also enabled math checks …
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06Added various functions basic math classes. Also enabled math checks only ↵Ferenc Arn
for debug builds. Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
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
2017-02-13Rename 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
2017-01-14Style: 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.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-09Add clamp and wrap loop modes for animation tracks.Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-07-08Remove unused variables (fourth pass) + dead codeRémi Verschelde
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
2016-06-26Revert "Added toggle for loop interpolation based on adolson's code"Rémi Verschelde
This reverts commits 8884b8f51963553dd1ecc0bc4accf64deb4f645f bd5c8f2aa086c2cacc704dfef249c124760ab569 and 5cb31f6d5b667a551092b699de6f4786e0bb5b6d. <reduz> Akien, I understand the need for the second loop mode, but I think the current UI is pretty confusing. I think this should be changed for an enum, both there and in the animation.. otherwise we should revert it [...] <reduz> alternatively this could be added per track, which I think should make it a little less confusing Reopens #959..
2016-06-21Animation: Fix property loop_interpolationJ08nY
fixes #5317
2016-06-20-Added options for scene import plugin to keep materials and user-added ↵Juan Linietsky
tracks to animations, please test! closes #4425
2016-06-19Replace 'or'/'and' keywordsGeorge Marques
Some compilers do not like this.
2016-06-19Merge pull request #4724 from Cybolic/optional-loop-interpolationRémi Verschelde
Added toggle for loop interpolation based on adolson's code
2016-06-19-Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky
such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
2016-05-20Added toggle for loop interpolation based on adolson's codeChristian Dannie Storgaard
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-06-30-some changes by okamJuan Linietsky
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.
2015-05-02Fixed some items caught in cppcheckNathan Warden
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-11-123D Import Import & UDPJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
2014-11-02Bug FixesJuan Linietsky
-=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
2014-10-03Huge Amount of BugFixJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-08-01Small Issues & MaintenanceJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky