Commit graph

25 commits

Author SHA1 Message Date
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
PouleyKetchoupp
598d769804 Handle state machine travel before the start node is processed
This change allows travel() to be called on AnimationNodeStateMachinePlayback during _ready(), before the start node has been processed and the state machine is considered playing.
2019-11-30 02:41:40 +01:00
Tomasz Chabora
af5e0fff66 Remove ERR_EXPLAIN from scene/* code 2019-08-09 13:54:52 +02:00
PouleyKetchoupp
aaad50e4d9 Fixed AnimationTreeStateMachine transition priority (last transition was always chosen instead of least cost)
Fixes #31132
2019-08-06 23:27:25 +02:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Furkan Türkal
09907a28b3 added forgotten err_fail_index check 2019-06-19 13:07:18 +03:00
Guilherme Felipe
4de6c94eb0 [StateMachine] Fix error message for travel method 2019-05-19 23:43:26 -03:00
Ryan Roden-Corrent
584288a32c
Fill out some of the AnimationNode docs.
The API docs for various animation nodes are pretty empty, yet the
tutorial at
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
contains some details.

These details should be included in the API docs so looking up a
particular class actually provides some information rather than
requiring the user to hunt for a different tutorial.

This also links the AnimationTree tutorial and demo in the docs.
I've found the TPS demo to be the best resource so far for learning
how to use the AnimationTree. This should be easy to find if someone
looks up the AnimationTree API docs.

Finally, this fixes a param typo in AnimationNodeStateMachine.
2019-04-09 10:49:21 -04:00
Guilherme Felipe
d35eae166c StateMachine: Fix sync mode 2019-03-17 10:12:27 -03:00
Guilherme Felipe
67eda1d4dd Fix state machine priority for auto advance 2019-02-12 15:57:26 -02:00
Juan Linietsky
70d6d0fa69 Fix problem blending from state to state in statemachine node, closes #21944 2019-01-27 15:21:54 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Guilherme Felipe
4c5548e06e Fix sub-transitions not using end_node correctly
Fix #22389
2018-12-16 23:40:41 -02:00
Wilson E. Alvarez
71df4caf8f
Removed unnecessary assignments 2018-11-04 22:19:30 -05:00
luz.paz
08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde
9eb4d4ab2d Add missing copyright headers 2018-08-29 22:41:17 +02:00
Andy Brenneke
6714f73d9e Fix advancing based on condition in AnimationNodeStateMachinePlayback 2018-08-25 03:17:19 -07:00
volzhs
6a0a8bf814 Remove unnecessary print with AnimationNodeStateMachinePlayback 2018-08-24 01:29:19 +09:00
Poommetee Ketson
76adef2704 Fix arg name in docs, some copy-paste errors 2018-08-21 01:51:19 +07:00
Juan Linietsky
c7e4527a88 Massive rewrite to AnimationTree. Many APIs changed in order to:
-Reuse resources
-Expose properties in AnimationTree
2018-08-20 13:39:16 -03:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
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.
2018-07-26 00:54:16 +02:00
Fabio Alessandrelli
d4465fce43 Fix some enum export in new Animation editor. 2018-07-08 10:24:21 +02:00
Juan Linietsky
8c7da84e1e renamed AnimationGraphPlayer to AnimationTree 2018-06-25 18:40:24 -03:00
Juan Linietsky
5b035107e3 removed print 2018-06-25 16:47:09 -03:00
Juan Linietsky
4f5a7ebaec State machine animation node 2018-06-25 16:22:41 -03:00