Commit Graph

83 Commits

Author SHA1 Message Date
Pawel Kowal
6fc894d652 Tween reset/stop/resume/remove for all object properties at once
(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
(cherry picked from commit cccea7e0b4)
2016-09-18 23:15:43 +02:00
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
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Josh Grams
2fa200ff53 AnimationTreePlayer: distinguish value tracks.
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
AnimationTreePlayer (Blend3): process all inputs.
2016-03-01 14:02:11 +01:00
Josh Grams
391ce81c5e AnimationTreePlayer: blend value tracks (closes #2299)
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.
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
-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
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
-Added a tool to clean up unresolved tracks and unused keys
2015-12-05 14:18:22 -03:00
Juan Linietsky
0c3386b2ed Merge pull request #2707 from akien-mga/master
Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Saracen
e011bcf162 Experimental retooling of AnimationTreePlayer to allow manual advancement. 2015-11-02 17:06:28 +00:00
Rémi Verschelde
399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
0fb7b5aa0c HTML5 exporter Improvements
-Better template handling
-Voice support
-Stream support
2015-09-10 00:10:54 -03:00
Juan Linietsky
95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00