Silc Renew
4525181c2d
Make restart in NodeStateMachine / NodeTransition optional
2023-02-01 03:57:11 +09:00
Silc Renew
2dd3abd0c5
Allow the Reset option of NodeTransition to be set for each Input
2023-01-31 00:40:45 +09:00
Silc Renew
d27005f80e
Remove the max input limit & cleanup AnimationNodeTransition API
2023-01-30 03:52:55 +09:00
Silc Renew
3bb298b78a
Fix max limit of AnimationNodeTransition input count in the inspector
2023-01-21 14:57:36 +09:00
Silc Renew
e480262c53
Allow AnimationNodes to restart when transitioning to the same state
2023-01-19 03:10:59 +09:00
Silc Renew
8bfaf098c7
Add next/reset function to AnimationStateMachine
2023-01-19 03:10:45 +09:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
...
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Silc Renew
4cd144d5fb
Add animation_started/finished signals to AnimationTree
2022-12-21 01:20:22 +09:00
Silc Renew
bd0541c25b
Fixed a bug where negative Blend values were being discarded
2022-12-20 03:41:57 +09:00
Silc Renew
1fc3833617
Refactor process of animation to retrive keys more exactly
2022-12-01 22:07:47 +09:00
Silc Renew
c1ec99f0e1
Refactor process of AnimationTree for end of animation
2022-11-22 18:12:45 +09:00
Silc Renew
17ce879a15
Optimize animation blend tree process
2022-11-16 02:52:04 +09:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4.
2022-10-07 11:32:33 +03:00
Dave Palais
0c46068af0
Change time parameters and variables to double type
...
Addresses #65313
2022-09-26 13:52:54 -05:00
Rémi Verschelde
80802d2718
Merge pull request #65196 from TokageItLab/fix-redraw-anim-tree
...
Fix redraw timing in `AnimationBlendTreeEditor`
2022-09-15 20:11:36 +02:00
Silc Renew
cff95e54e0
Fix redraw timing in AnimationBlendTreeEditor
2022-09-14 21:05:21 +09:00
Hugo Locurcio
f7292dbeb3
Rename or_lesser
range property hint to or_less
...
"less" should be used for quantity, rather than "lesser".
Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
2022-09-02 19:08:20 +02:00
Rémi Verschelde
7b63e5db1e
Merge pull request #59919 from piiertho/enhancement/rename-AnimationNodeTransition-input_count-to_enabled_inputs
2022-08-31 12:07:31 +02:00
Pierre-Thomas Meisels
9391316b8e
enhancement: Rename declared property AnimationNodeTransition::input_count to AnimationNodeTransition::enabled_inputs
2022-08-31 10:34:03 +02:00
Hugo Locurcio
ae18928748
Rename Curve/Curve2D/Curve3D/Gradient interpolate()
to sample()
...
"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
2022-08-30 22:08:38 +02:00
Rémi Verschelde
9c567a0604
Merge pull request #63802 from TokageItLab/curve-transition
2022-08-22 22:30:09 +02:00
Yuri Sizov
1a24c9e14b
Make _validate_property
a multilevel method
2022-08-22 18:35:11 +03:00
Silc Renew
2c2e1a7736
added Curve in animation node transition for better control over cros…
...
Co-authored-by: jeronimo-schreyer <jeronimo.schreyer@gmail.com>
2022-08-18 08:17:30 +09:00
Juan Linietsky
d4433ae6d3
Remove Signal connect binds
...
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Silc Renew
9be288edf9
refactor sync in AnimationTree
2022-07-16 21:45:32 +09:00
Silc Renew
2201c281dd
fixed Pingpong animation get snaging on the edge in AnimationTree
2022-06-29 08:39:41 +09:00
FireForge
4678736a39
Add suffixes to all nodes and resources
2022-06-11 09:41:05 -05:00
Haoyu Qiu
fc3b845c07
Add dedicated macros for property name extraction
...
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-19 14:08:47 +08:00
Silc Renew
ba8398f270
Fixed delta & Implement selection of whether or not to seek root
2022-05-09 08:28:32 +09:00
Haoyu Qiu
6a3bf65657
Fix inversed ADD_GROUP parameters in AnimationNodeOneShot
2022-03-18 12:53:34 +08:00
Anilforextra
adbe948bda
String: Add contains().
2022-02-04 01:28:02 +05:45
Silc 'Tokage' Renew
1c0b163df5
More time parameters change type float to double
2022-01-27 12:42:46 +09:00
Wysocki Patryk
f16c483c9d
Expose AnimationNodeOneShot::mix_mode as a property
...
Fixes #23458 .
2022-01-25 01:17:21 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
...
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
...
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Rémi Verschelde
06a33e590f
Merge pull request #53819 from TokageItLab/re-implement-ping-pong
...
Reimplement ping-pong animation and reverse playback
2021-11-09 22:11:04 +01:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR
to PROPERTY_USAGE_NO_EDITOR
...
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Silc 'Tokage' Renew
953a7bce7e
reimplement ping-pong
2021-11-03 13:39:33 +09:00
Juan Linietsky
610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation"
2021-10-11 19:27:50 -03:00
Tokage
372ba76663
implement ping-pong loop in animation
...
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Lightning_A
c63b18507d
Use range iterators for Map
2021-09-30 15:09:12 -06:00
Lightning_A
e4dfa69bcf
Fix non-const iterators in const methods
2021-09-30 15:07:30 -06:00
Rémi Verschelde
be63fdff80
Merge pull request #52605 from TokageItLab/fixed-vtype-in-node-oneshot
...
Fixed value type and applied small change in `AnimationNodeOneShot`
2021-09-21 10:49:10 +02:00
Silc 'Tokage' Renew
662da453a4
Fixed value type and applied small change in AnimationNodeOneShot
2021-09-13 02:31:57 +09:00
Silc 'Tokage' Renew
02d8166427
fixed AnimationNodeTransition when xfade time is zero
2021-09-11 02:26:40 +09:00
PouleyKetchoupp
aae50da074
Fix AnimationBlendTree reset on resource loading
...
When reset_state was called on an existing AnimationBlendTree, the
output node would disappear, causing some errors in the editor and
preventing animations to play properly.
This change ensures the output node is always present in the node tree.
2021-08-26 09:07:13 -07:00
Aaron Franke
78d33a6e24
Use doubles for time in animation code
2021-08-09 14:04:25 -05:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators
2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations
2021-07-23 17:38:28 -04:00
reduz
6631f66c2a
Optimize StringName usage
...
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00