Commit graph

100 commits

Author SHA1 Message Date
Juan Linietsky
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
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.
2017-01-14 14:52:23 +01:00
Juan Linietsky
00ec16e3f3 renamed tween animationplayer scale functions to speed_scale 2017-01-13 19:36:04 -03:00
Rémi Verschelde
f392b340ff Tween: Rename times_in_sec (sic) param to duration 2017-01-13 19:40:18 +01:00
Juan Linietsky
83cb84753f Renamed most signals so they refer to:
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
f3f4a11cfb - _ready() callback only happens once now, if you want to receive it again, use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00
Juan Linietsky
1b0930c435 Renamed finished to animation_finished, also passes the animation name when finished 2017-01-08 17:41:32 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Rémi Verschelde
cc54189911 Merge pull request #7000 from m4nu3lf/master
Fixed Mix nodes in Animation Tree Player
2016-11-02 22:12:47 +01:00
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
m4nu3lf
40ba6d328b Fixed Mix nodes in Animation Tree Player 2016-10-31 19:31:37 +00:00
Pawel Kowal
20a18907c1 Fix regression #6864 caused by #6613 2016-10-26 15:15:20 +02:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Pawel Kowal
acc242fd6a Tween reset/stop/resume/remove for all object properties at once 2016-09-25 23:25:52 +02:00
sanikoyes
cccea7e0b4 Tween: fix non-repeat interpolate_callback does not delete after call triggered 2016-08-31 10:27:20 +08:00
Juan Linietsky
223ca1363c Merge pull request #5352 from m4nu3lf/master
AnimationTreePlayer filters improved
2016-07-10 13:40:56 -03:00
Rémi Verschelde
da034f324a Revert "Added toggle for loop interpolation based on adolson's code"
This reverts commits 8884b8f519
bd5c8f2aa0
and 5cb31f6d5b.

<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..
2016-06-26 23:45:18 +02:00
m4nu3lf
cfa11777c0 AnimationTreePlayer filters improved
Now the AnimationTreePlayer filters for Blend2 and OneShot nodes
behave as expected, that is the main animation is not affected by
the secondary animation if the track is filterd out for arbitarily
complex trees.
2016-06-22 19:34:12 +01:00
George Marques
5cb31f6d5b
Replace 'or'/'and' keywords
Some compilers do not like this.
2016-06-19 12:36:50 -03:00
Rémi Verschelde
3520902194 Merge pull request #4724 from Cybolic/optional-loop-interpolation
Added toggle for loop interpolation based on adolson's code
2016-06-19 12:30:22 +02:00
Juan Linietsky
7c20c386c5 -Added trigger mode to tracks, useful for properties that work as triggers, such as playing a sample, an animation, etc.
-Better interpolation of discrete tracks, fixes #4417
2016-06-19 01:43:02 -03:00
Rémi Verschelde
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
m4nu3lf
048f5a6b75 TimeSeek node in AnimationTreePlayer now propagates filters 2016-06-10 23:23:09 +01:00
Hubert Jarosz
33403d91f7
remove trailing whitespace 2016-05-21 15:29:25 +02:00
Christian Dannie Storgaard
8884b8f519 Added toggle for loop interpolation based on adolson's code 2016-05-20 13:13:32 +03:00
Paulb23
488495852b Fixed animation player auto-queue duplication and undo/redo 2016-05-07 17:27:52 +01:00
Josh Grams
bd95e18ae4 AnimationTree: add filters to Animation nodes. 2016-04-26 06:49:06 -04:00
Josh Grams
2272824ee2 AnimationTree: set value track property per frame, not per track. 2016-04-24 04:39:32 -04:00
Jakub Grzesik
fd9b82a082 animation_started signal to AnimationPlayer 2016-04-14 17:19:20 +02:00
Rémi Verschelde
20f62dd958 Merge pull request #4308 from JoshuaGrams/atp-resources
AnimationTreePlayer: fix discrete value tracks.
2016-04-14 12:39:08 +02:00
Josh Grams
ee59b2053f AnimationTreePlayer: fix discrete value tracks.
Discrete value tracks don't update every frame (only when a new key is
reached).  So we can't use the actual property value as an accumulator:
it will end up being zero most of the time.
2016-04-12 11:54:17 -04:00
Rémi Verschelde
08aaff21f3 Merge pull request #4286 from JoshuaGrams/atp-resources
AnimationTreePlayer: allow animating resource properties.
2016-04-12 13:18:47 +02:00
Rémi Verschelde
29ed58eab6 Merge pull request #4284 from JoshuaGrams/atp-process-mode
AnimationTreePlayer: constructor now sets processing mode.
2016-04-12 08:56:48 +02:00
Josh Grams
aabb0d9cbc AnimationTreePlayer: allow animating resource properties.
e.g. Particles2D config and param values.
2016-04-11 20:10:35 -04:00
Josh Grams
ed497cb153 AnimationTreePlayer: constructor now sets processing mode. 2016-04-11 11:54:32 -04:00
Rémi Verschelde
7d1b4567b0 Merge pull request #4155 from JoshuaGrams/anim_tree_switched
AnimationTreePlayer: Various processing improvements
2016-04-11 13:02:21 +02:00
sanikoyes
da28a2f062 Fix crash when tween control object previous freed 2016-04-07 15:45:16 +08:00
Josh Grams
4f6b2152e2 AnimationTreePlayer (transition_node_set_current): fix by removing copy-paste duplication. 2016-04-06 15:09:00 -04:00
Josh Grams
1b95dca6bd AnimationTreePlayer (set_active, reset, constructor): seek all animations to start. 2016-04-06 15:07:58 -04:00
Josh Grams
5d6b58fea6 AnimationTreePlayer (_process_node): more robust oneshot termination condition. 2016-04-06 15:06:42 -04:00
Josh Grams
0a9c8a9f36 AnimationTreePlayer (_process_node:TIMESEEK): allow auto-advance with 0 xfade. 2016-03-31 12:12:05 -04:00
Josh Grams
7fe28d4168 AnimationTreePlayer (_process_node:TIMESEEK): give p_seek precedence over tsn->seek_pos. 2016-03-31 10:06:38 -04:00
Josh Grams
8920ab0fbf * AnimationTreePlayer (_process_node): remove switched argument.
The _process_node function (which recurses through the blend tree
generating blend values and the active animation list) had an argument
named `switched` which would loop an animation back to the beginning if
it had reached the end (regardless of whether or not it was supposed to
be a looping animation).

This argument was only used in four places: two of them were overridden
by a seek-to-zero, and I believe the other two are bugs.

In OneShot, it was used to reset the oneshot animation to the beginning
when fired. But this would fail if the oneshot node was fired before it
had completed its previous run. While this *could* be a valid way for
oneshot to work (firing does nothing if it's already running), the code
currently resets the fade-in, so I believe that it is intended to reset.
I replaced this usage with seek-to-0.

In Transition, it was used on the previous (fading out) animation when
seeking the Transition node, which I believe is incorrect: why would you
want to loop a non-looping animation instead of simply fading out from
the end? Also it will never happen unless you seek the Transition node
twice during one cross-fade.

The other two uses are in Transition and _process_animation, where it is
used along with a seek-to-zero which overrides it.
2016-03-27 07:19:05 -04:00
Rémi Verschelde
6ef3c3b645 Merge pull request #3980 from JoshuaGrams/timescale-remainder
TimeScale node: scale return value (time remaining).
2016-03-09 20:17:13 +01:00
Josh Grams
65b7791263 TimeScale node: return +inf remaining for 0 scale. 2016-03-09 06:57:28 -05:00