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SCsub
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SCons: Build thirdparty code in own env, disable warnings
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2018-09-28 14:07:39 +02:00 |
animation_blend_space_1d.cpp
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_blend_space_1d.h
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_blend_space_2d.cpp
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PoolVector is gone, replaced by Vector
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2020-02-18 10:10:36 +01:00 |
animation_blend_space_2d.h
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_blend_tree.cpp
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doc: Misc updates for AnimationNode* and others
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2020-01-23 12:37:33 +01:00 |
animation_blend_tree.h
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_cache.cpp
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_cache.h
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_node_state_machine.cpp
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_node_state_machine.h
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |
animation_player.cpp
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PoolVector is gone, replaced by Vector
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2020-02-18 10:10:36 +01:00 |
animation_player.h
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PoolVector is gone, replaced by Vector
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2020-02-18 10:10:36 +01:00 |
animation_tree.cpp
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ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
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2020-02-12 14:24:54 -03:00 |
animation_tree.h
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ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
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2020-02-12 14:24:54 -03:00 |
root_motion_view.cpp
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PoolVector is gone, replaced by Vector
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2020-02-18 10:10:36 +01:00 |
root_motion_view.h
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PoolVector is gone, replaced by Vector
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2020-02-18 10:10:36 +01:00 |
skeleton_ik.cpp
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Use a new approach to fix bone pose override not being reset when IK animation is stopped.
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2020-02-09 19:50:13 +01:00 |
skeleton_ik.h
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Fix code formatting issues and VS compilation
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2020-02-11 12:05:19 +01:00 |
tween.cpp
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Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.
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2020-02-15 08:36:04 -03:00 |
tween.h
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Update copyright statements to 2020
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2020-01-01 11:16:22 +01:00 |