Commit Graph

31 Commits

Author SHA1 Message Date
Rémi Verschelde 99cebb30dd
Merge pull request #54827 from timothyqiu/watch-your-step
[3.x] Fix AnimationTree function call track loop
2022-01-19 08:15:16 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Haoyu Qiu 74e8d5c7bd Fix AnimationTree function call track loop 2021-11-10 14:28:27 +08:00
Silc 'Tokage' Renew a95b015968
fixed AnimationNodeTransition when xfade time is zero
(cherry picked from commit 02d8166427)
2021-09-20 13:19:41 +02:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde ba177ccaec doc: Misc updates for AnimationNode* and others
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
  * Make `AnimationNodeTransition.input_<number>` properties internal
    so that they don't appear in the docs. They still appear in the
    inspector based on the actual number of inputs requested.
  * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
    particles in `ParticlesMaterial`, and thus only relevant for
    `CPUParticles3D`.
2020-01-23 12:37:33 +01:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio aba157865a
Add missing semicolons to `BIND_ENUM_CONSTANT` macro uses 2019-10-02 09:57:12 +02:00
qarmin 8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
volzhs eea3bddd1d Set initial value for autorestart_random_delay of AnimationNodeOneShot 2019-04-11 14:56:38 +09:00
PouleyKetchoupp dafd7768ab Fixed uninitialized xfade in AnimationNodeTransition 2019-04-08 17:13:30 +02:00
Juan Linietsky b3335e943b Implement missing autorestart in oneshot node, closes #22238 2019-01-25 18:15:29 -03:00
volzhs 153a3146d0 AnimationNodeTransition name begins from 0
and added "state" string for default name not to confuse it as number
2019-01-09 14:44:41 +09:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde 173b342ca7 Remove trailing whitespace
With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'`
(+ manual revert of some thirdparty code under `platform/android`).
2018-11-20 11:15:02 +01:00
Juan Linietsky 531dc2f435 Proper time tracking in AnimationNodeAnimation, closes #22887 2018-11-08 16:51:45 -03:00
Wilson E. Alvarez 71df4caf8f
Removed unnecessary assignments 2018-11-04 22:19:30 -05:00
Rémi Verschelde 9eb4d4ab2d Add missing copyright headers 2018-08-29 22:41:17 +02:00
Juan Linietsky bffaa835fc -Fix blend tree rename, closes #20210
-Fixed activity lines in blend tree
2018-08-23 16:44:10 -03:00
Juan Linietsky 031f763d4f Crash fixes for material and animtree 2018-08-20 16:35:36 -03:00
Juan Linietsky c7e4527a88 Massive rewrite to AnimationTree. Many APIs changed in order to:
-Reuse resources
-Expose properties in AnimationTree
2018-08-20 13:39:16 -03:00
Fabio Alessandrelli d4465fce43 Fix some enum export in new Animation editor. 2018-07-08 10:24:21 +02:00
Juan Linietsky 2dc738ce27 -Fixes to how hashing happened, now StringName and NodePath use default hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
2018-07-02 15:08:35 -03:00
Juan Linietsky eeab3502d5 Changes to how node paths are selected from property, allowing setting a hint. 2018-06-27 20:50:25 -03:00
Juan Linietsky 8c7da84e1e renamed AnimationGraphPlayer to AnimationTree 2018-06-25 18:40:24 -03:00
Juan Linietsky a0719533bd Animation Blend Spaces 2018-06-21 15:46:11 -03:00
Juan Linietsky 0a1c1c660f -Added AnimationGraphPlayer (still missing features)
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-06-18 22:12:08 -03:00