Rémi Verschelde
d8223ffa75
Welcome in 2017, dear changelog reader!
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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!
(cherry picked from commit c7bc44d5ad
)
2017-01-12 19:15:30 +01:00
Rémi Verschelde
e259bf8bbb
style: Fix PEP8 whitespace issues in Python files
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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.
2016-11-02 22:28:28 +01:00
m4nu3lf
d44e6ea268
Fixed Mix nodes in Animation Tree Player
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(cherry picked from commit 40ba6d328b
)
2016-11-02 22:18:28 +01:00
Rémi Verschelde
5a49e45d21
SCsub: Add python shebang as a hint for syntax highlighting
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Also switch existing shebangs to "better" /usr/bin/env python.
(cherry picked from commit fc8ccd5b8c
)
2016-10-30 14:51:34 +01:00
Rémi Verschelde
14e45a55d4
Revert "Tween reset/stop/resume/remove for all object properties at once"
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This reverts commit 6fc894d652
.
It caused a regression, cf. #6863 .
2016-10-18 21:43:46 +02:00
Pawel Kowal
6fc894d652
Tween reset/stop/resume/remove for all object properties at once
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(cherry picked from commit acc242fd6a
)
2016-10-09 17:22:16 +02:00
sanikoyes
75f51aece9
Tween: fix non-repeat interpolate_callback does not delete after call triggered
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(cherry picked from commit cccea7e0b4
)
2016-09-18 23:15:43 +02:00
Juan Linietsky
223ca1363c
Merge pull request #5352 from m4nu3lf/master
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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"
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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
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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
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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
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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.
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-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
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Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a
Add missing license headers in our source files ( #5255 )
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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
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AnimationTreePlayer: fix discrete value tracks.
2016-04-14 12:39:08 +02:00
Josh Grams
ee59b2053f
AnimationTreePlayer: fix discrete value tracks.
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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
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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
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AnimationTreePlayer: constructor now sets processing mode.
2016-04-12 08:56:48 +02:00
Josh Grams
aabb0d9cbc
AnimationTreePlayer: allow animating resource properties.
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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
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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.
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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
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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
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Josh Grams
2fa200ff53
AnimationTreePlayer: distinguish value tracks.
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If the node had a 3D Transform, the transform would always get written,
even if the tracks on that node were supposed to be value tracks.
2016-03-08 17:23:32 -05:00
Josh Grams
2e1b1234a3
TimeScale node: scale return value (time remaining).
2016-03-07 17:21:07 -05:00
Rémi Verschelde
46bfcd3507
Merge pull request #3858 from JoshuaGrams/blend3
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AnimationTreePlayer (Blend3): process all inputs.
2016-03-01 14:02:11 +01:00
Josh Grams
391ce81c5e
AnimationTreePlayer: blend value tracks ( closes #2299 )
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Variant:
- zero() sets a Variant to the appropriate type of zero value
- blend() blends part of one Variant on top of another.
2016-03-01 07:37:36 -05:00
Josh Grams
b79351aa45
AnimationTreePlayer (Blend3): process all inputs.
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Always call _process_node on all three inputs so that looped animations
don't get out of sync.
2016-02-28 06:55:53 -05:00
Juan Linietsky
db43e94175
-Made some icon data types smaller so they take up less space
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-Fixed sample import plugin, makes samples sound strange in smp when limited hz
2016-02-11 00:01:35 -03:00
Juan Linietsky
11933811ee
store animation names in alphabetical order, fixes #3423
2016-02-01 00:31:13 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
f65eb470ae
-fix function calls in animationtree, closes #2789
2015-12-16 08:34:57 -03:00
Sergey Lapin
8eff61ca87
This fixes long standing animation bug
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When AnimationTreePlayer switches to new animation it never
seeks it to 0 which leads to problems with non-looping animations being
played just once.
This patch is direct approach fixing this problem.
It handles most common cases of occurance.
Closes #2199
2015-12-10 16:39:57 +03:00
Juan Linietsky
200b7bb87c
-Display on animation editor which keys are invalid and which tracks are unresolved
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-Added a tool to clean up unresolved tracks and unused keys
2015-12-05 14:18:22 -03:00