Commit graph

144 commits

Author SHA1 Message Date
Ferenc Arn
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Pedro J. Estébanez
e477fa2bd2 Change AnimationPlayer looping logic
So now it can seek to the actual values at time=length when instructed to seek to time=N*length.

That is, formerly in the editor you had no way of seeing the actual state at time=length other than temporarily disabling looping. Now you can preview both endpoints.

As a side effect, the values at anim time 0 will only be applied when actually seeking to 0, instead of at every time=N*length, as formerly. No issue.
2017-11-13 12:49:31 +01:00
Rasmus Ketelsen
02382c4fd8 Fixed AnimationPlayer.get_autoplay() returning empty string 2017-11-02 08:42:43 +01:00
Poommetee Ketson
9b634180aa Refactor Fixed to Physics 2017-10-21 21:28:08 +07:00
Rémi Verschelde
08ebbc90a8 Merge pull request #12107 from RandomShaper/fix-anim-before-first-key
Fix animation before first key
2017-10-20 23:08:02 +02:00
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
Pedro J. Estébanez
2d2467c0ff Fix animation not stopping after seeking to the end 2017-10-14 22:21:20 +02:00
Marcelo Fernandez
ac2879d189 Added a name/path description when there is an error in the Animation Track 2017-10-07 11:51:24 -03:00
AndreaCatania
4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Maxim Sheronov
0fffa45158 Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Juan Linietsky
1c5376ae59 Many fixes to visual script, changed virtuals override for a proper selector. 2017-09-12 07:58:54 -03:00
Rémi Verschelde
39621bf681 Fix AnimationTreePlayer bogus argument name
Regression from 6fa6149517.
2017-09-01 21:29:00 +02:00
Juan Linietsky
6fa6149517 Fix some argument ordering, closes #10010 2017-09-01 15:01:17 -03:00
cryptonaut
023b68542f Cleaned up logic in Tween::_tween_process(), fixes #9187 2017-08-29 00:08:59 -07:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Juan Linietsky
2cc8309249 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Juan Linietsky
541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Ignacio Etcheverry
90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
TwistedTwigleg
00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Juan Linietsky
7e4970214c Fixed some string names and animation playback options, closes #9446 2017-08-06 22:51:56 -03:00
Poommetee Ketson
e3998528e0 BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
alexholly
935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Poommetee Ketson
c7ac90c97f Fix autoplay animation starts from last editor state #8976 2017-05-31 23:54:40 +07:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Shin-NiL
d8c396a44f Honor the Tween's final values 2017-03-30 07:58:20 -03:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Saracen
5e938f0001 Inf and NaN support added to GDScript. 2017-02-28 21:52:33 +00:00
Rémi Verschelde
df365fdc3c Merge pull request #6462 from RandomShaper/fix-improve-anim-blend
Fix/improve AnimationPlayer blending logic
2017-02-27 14:39:54 +01:00
Andreas Haas
0157969ccc
Tween: Fix undefined behavior found by static code analyzer.
Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
2017-02-22 00:56:40 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
sanikoyes
9123e91634 Fix tween Transform2D typo 2017-02-07 15:45:49 +08:00
Juan Linietsky
4c28f35b2c Merge pull request #7002 from RandomShaper/vcs-friendliness
Greater VCS friendliness
2017-01-25 14:52:40 -03:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Pedro J. Estébanez
7dbb1c0571 Improve .tscn VCS
Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)

Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.

This PR is back-compat; won't break the load of existing files.
2017-01-16 18:03:51 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Juan Linietsky
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
00ec16e3f3 renamed tween animationplayer scale functions to speed_scale 2017-01-13 19:36:04 -03:00
Rémi Verschelde
f392b340ff Tween: Rename times_in_sec (sic) param to duration 2017-01-13 19:40:18 +01:00
Juan Linietsky
83cb84753f Renamed most signals so they refer to:
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
f3f4a11cfb - _ready() callback only happens once now, if you want to receive it again, use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00