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path: root/scene/resources/animation.cpp
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2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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.
2019-11-07Merge pull request #32477 from aaronfranke/equal-approx-separateRémi Verschelde
Make is_equal_approx separate and make == exact again
2019-10-14Changes the name of all parameters referring to track indices within ↵LikeLakers2
Animation, to "track_idx"
2019-10-14Replace vector == and is_zero_approx(distance) with is_equal_approxAaron Franke
Internal changes only
2019-08-19Replace is_zero_approx(A.distance_to(B)) with A==BPaul Trojahn
Related to #22988 (Fixes the holes in the shape of the first comment)
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-10Use reference to constant in functionsqarmin
2019-07-08Merge pull request #30407 from qarmin/small_fixessRémi Verschelde
Fixes minor issues found by static analyzer
2019-07-07Fixes minor issues found by static analyzerqarmin
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
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
2019-06-11Fix 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.
2019-05-31Add track_set_key_time() to AnimationTomasz Chabora
2019-05-29Merge pull request #25012 from avencherus/prevent-duplicate-keyframesRémi Verschelde
Do precision comparison to prevent the creation of keyframes with a time that already exists
2019-05-27Make animation editor change tracks positions instead of swapping themMichael Alexsander Silva Dias
2019-05-02Do precision comparison to prevent the creation of keyframes with a time ↵Jared
that already exists.
2019-04-25Use approximate equallity methods in many placesAaron Franke
2019-04-25[Core] Approximate equalityAaron Franke
2019-04-08Merge pull request #27711 from neikeq/ifdef-clang-tidyRémi Verschelde
Replace a few #if/#elif with #ifdef and "#elif defined"
2019-04-05Replace a few #if/#elif with #ifdef and "#elif defined"Ignacio Etcheverry
2019-04-03Fix: Keep custom tracks option now keeps animation loop property and value ↵Angeloss
track update mode. (cherry picked from commit 589c5698a0808fb2ad9f240d65c1f44ad6544834)
2019-03-03Fix style issues from recent commitsRémi Verschelde
2019-03-02Fixed a case of broken loop due to wrapping on the edge, closes #25245Juan Linietsky
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-14-Fixes to undo redo to avoid crash, closes #24251Juan Linietsky
-Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer -Added missing emit_changed whe modifying keys to Animation -Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references -Changed AnimationEditor to update the current track when keys are edited -Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated) -Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
2019-01-18Fix capture interpolation mode in Animation, closes #24015Juan Linietsky
2019-01-16Appease some CppCheck warns for files in the "scene" directoryMichael Alexsander Silva Dias
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-10Fixed floating point issue in find() of animation.DualMatrix
Fixes #23504
2018-10-04fix enum cast warnings on clangkarroffel
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi 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.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-14fix issue with bezier tracks using incorrect duration for interpolating valuesLuke Miller
2018-06-30Minor changes to the AnimationPlayer editor.Michael Alexsander Silva Dias
2018-06-29Small fixesJuan Linietsky
2018-06-08Avoid animation length from ever being completely, fixes #19420Juan Linietsky
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-09Add feature to disable animation tracksRay Koopa
2017-12-07ability to keep user tracks when importing animations, closes #12801Juan Linietsky
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-10-15Fix animation before first keyPedro J. Estébanez
Prior to this, the value assumed for the interval between the start of the track and the first frame would be the one of the first key if - *seeking/playing a continuous track*; - *seeking a discrete track*. And the first key would be ignored until reached -thus not modifying the target property/transform- in the remaining case; namely, *playing a discrete track*. In other words, the inner workings of the animation system considered the unreached first key for interpolation but not for a query of every key inside a time range. With this changes, the first key is only considered is the animation is looped and ignored otherwise. That way, in order to have a start value, you'll need an explicit key at the very beginning of the track, while having the flexibility of the animation player not touching the target value until the first key is reached. This corresponds to the point 1) of #10752.