godot/scene/animation
Pedro J. Estébanez f4959ee32b Fix animation before first key
Prior to this, the value assumed for the interval between the start of the track and the first frame would be the one of the first key if
- *seeking/playing a continuous track*;
- *seeking a discrete track*.

And the first key would be ignored until reached -thus not modifying the target property/transform- in the remaining case; namely, *playing a discrete track*.

In other words, the inner workings of the animation system considered the unreached first key for interpolation but not for a query of every key inside a time range.

With this changes, the first key is only considered is the animation is looped and ignored otherwise. That way, in order to have a start value, you'll need an explicit key at the very beginning of the track, while having the flexibility of the animation player not touching the target value until the first key is reached.

This corresponds to the point 1) of #10752.
2017-10-15 01:28:08 +02:00
..
animation_cache.cpp Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
animation_cache.h Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
animation_player.cpp Fix animation before first key 2017-10-15 01:28:08 +02:00
animation_player.h Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
animation_tree_player.cpp Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
animation_tree_player.h Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
SCsub style: Fix PEP8 whitespace issues in Python files 2016-11-01 00:35:16 +01:00
tween_interpolaters.cpp Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
tween.cpp Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
tween.h Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00