virtualx-engine/scene/animation
Pedro J. Estébanez e477fa2bd2 Change AnimationPlayer looping logic
So now it can seek to the actual values at time=length when instructed to seek to time=N*length.

That is, formerly in the editor you had no way of seeing the actual state at time=length other than temporarily disabling looping. Now you can preview both endpoints.

As a side effect, the values at anim time 0 will only be applied when actually seeking to 0, instead of at every time=N*length, as formerly. No issue.
2017-11-13 12:49:31 +01:00
..
animation_cache.cpp Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
animation_cache.h Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
animation_player.cpp Change AnimationPlayer looping logic 2017-11-13 12:49:31 +01:00
animation_player.h Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
animation_tree_player.cpp Refactor Fixed to Physics 2017-10-21 21:28:08 +07:00
animation_tree_player.h Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
SCsub style: Fix PEP8 whitespace issues in Python files 2016-11-01 00:35:16 +01:00
tween.cpp Refactor Fixed to Physics 2017-10-21 21:28:08 +07:00
tween.h Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
tween_interpolaters.cpp Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00