Haoyu Qiu
f169616cc6
Update AnimationTree parameter list when updating AnimationNodeTransition input names
2024-09-20 16:21:03 +08:00
kobewi
065dd099dd
Remove empty bind_methods()
2024-08-15 08:24:32 +02:00
Silc Lizard (Tokage) Renew
8323c3891d
Snap current position to the edge on animation finished
2024-08-01 23:57:47 +09:00
Silc Lizard (Tokage) Renew
4de79fed45
Determine break_loop_at_end 1 frame earlier using prediction by delta
2024-07-28 15:55:41 +09:00
Silc Lizard (Tokage) Renew
88e590c9d3
Add approx comparing methods to Animation, use them on time comparison
2024-07-24 01:18:06 +09:00
kobewi
413c11357d
Use Core/Scene stringnames consistently
2024-05-13 23:41:07 +02:00
Rémi Verschelde
ba533f5375
Merge pull request #81303 from KoBeWi/the_forbidden_name_of_strings
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Add shorthand for using singleton string names
2024-05-13 12:05:17 +02:00
kobewi
a262d2d881
Add shorthand for using singleton string names
2024-05-11 18:53:08 +02:00
Silc Lizard (Tokage) Renew
d654acbd39
Invert start offset on AnimationNode custom timeline
2024-05-11 15:47:21 +09:00
Rémi Verschelde
4b070e8031
Fix various typos with codespell
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Using 2.2.7.dev217+g10c2abcf.
Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
2024-05-07 10:08:42 +02:00
Silc Lizard (Tokage) Renew
6dd410854c
Rework AnimationNode process for retrieving the semantic time info
2024-03-20 22:52:26 +09:00
Micky
cd2032a90b
Optimise Object's `get_argument_options`
2024-02-29 18:00:54 +01:00
jsjtxietian
65c8af53a1
Fix blend_node crash with invalid p_node
2024-02-22 12:56:21 +08:00
Micky
e5c1da1c61
Add Autocompletion for AnimationNodeStateMachine & BlendTree
2024-01-06 17:03:46 +01:00
Silc Lizard (Tokage) Renew
1b95827d3e
Implement AnimationManager the base class of AnimationPlayer/Tree
2023-09-29 08:23:57 +09:00
Rémi Verschelde
3e233e1f24
Fix various typos with codespell
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Using 2.2.6.dev193+g907e5380.
2023-09-18 09:53:39 +02:00
Chia-Hsiang Cheng
ef5d0b1c06
Avoid emitting signals if the animation is not ready to be processed
2023-08-07 18:21:28 +08:00
Yuri Sizov
752b89dc36
Merge pull request #79403 from TokageItLab/fix-negative-timescale-transition
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Fix `AnimationNodeTransition` with negative time scale
2023-07-24 19:32:37 +02:00
Yuri Sizov
6a30f64dc8
Merge pull request #79595 from TokageItLab/rbmap-animblendtree
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Make `AnimationNodeBlendTree` use `RBMap` insteads `HashMap`
2023-07-21 17:15:42 +02:00
Silc Lizard (Tokage) Renew
a3cdacdc4e
Make AnimationNodeBlendTree use RBMap insteads HashMap
2023-07-18 17:57:53 +09:00
kobewi
de4a3fa151
Unify and streamline connecting to Resource changes
2023-07-17 19:35:57 +02:00
Silc Lizard (Tokage) Renew
1ac2bdd97b
Fix NodeTransition with negative time scale
2023-07-13 08:38:53 +09:00
Ninni Pipping
dcd2b883eb
Use NULL instead of COND checks when appropriate
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Restricted to scene
2023-06-10 08:56:30 +02:00
Silc Lizard (Tokage) Renew
c9c8205644
Implement NodeSub2 to AnimationTree & improve mathematical Nodes
2023-05-27 13:19:54 +09:00
Silc Lizard (Tokage) Renew
238bc9fe1f
Fix NodeOneShot doesn't respect fade-out when aborting and improvement
2023-05-15 18:51:45 +09:00
Silc Renew
991e6e90ba
Rework StateMachine and nested StateMachine process
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Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
2023-04-18 19:06:51 +09:00
Silc Renew
ae5dadc8d1
Refactor NodeTransition/OneShot to handle seek/filter correctly
2023-02-13 10:04:51 +09:00
Rémi Verschelde
9075d5e932
Merge pull request #73120 from TokageItLab/fix-transition-reset-fade
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Fix remaining fade doesn't clear when reset in AnimationNodeTransition
2023-02-11 22:03:35 +01:00
Silc Renew
7bf83a8603
Fix NodeOneShot fade-out doesn't blend animations correctly
2023-02-12 04:32:40 +09:00
Silc Renew
2a0beb1ef3
Fix remaining fade doesn't clear when reset in AnimationNodeTransition
2023-02-12 04:12:15 +09:00
Silc Renew
836d62f0c6
Fix broken first frame of NodeTransition/NodeOneShot when xfade is 0
2023-02-10 13:57:11 +09:00
Silc Renew
fff3ae1d89
Fix NodeTransition initialization and AnimationNode remapping method
2023-02-05 06:24:14 +09:00
Silc Renew
6782edd5a4
Consistent with NodeTimeSeek parameters OtherNodes
2023-02-01 20:58:36 +09:00
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
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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
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Addresses #65313
2022-09-26 13:52:54 -05:00
Rémi Verschelde
80802d2718
Merge pull request #65196 from TokageItLab/fix-redraw-anim-tree
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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`
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"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