Commit graph

433 commits

Author SHA1 Message Date
Rémi Verschelde 69f36cea8c Revert "Emit signal when animation ends by seek"
This reverts commit bf1cc116e1.

This needs more discussion to avoid breaking some users' expectations.
See #38086 for arguments.
2020-05-04 16:09:19 +02:00
Aaron Franke 540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
volzhs bf1cc116e1 Emit signal when animation ends by seek 2020-04-22 00:45:44 +09:00
Rémi Verschelde ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde 5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut 359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Andrea Catania 277696d6c5 Fixed IK rotation issue 2020-03-24 10:06:24 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde f9decec1bc
Merge pull request #36491 from AndreaCatania/edit_node_anim_state_mac
Added new method to edit an already added node to anim state machine
2020-03-16 19:29:38 +01:00
Andrea Catania 422926cfc6 Added new method to replace an already added node to the animation state machine 2020-03-16 17:42:29 +01:00
Thakee Nathees b07e788ad9 animation autocomplete bug fixed 2020-03-07 14:52:53 +05:30
Yuri Roubinsky d5bff588c7 Removed boolean return type from majority of method in Tween 2020-03-06 10:59:07 +03:00
Rémi Verschelde f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde c9e1d98c62
Merge pull request #36411 from Janglee123/rect2-tween
Added tween support for Rect2
2020-02-23 08:46:48 +01:00
janglee 4bbe87abb7 Added tween support for Rect2
Fixes #34575
2020-02-23 07:21:04 +05:30
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky 867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Juan Linietsky cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Rémi Verschelde fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Michael Alexsander 021fdb1b58 Remove AnimationTreePlayer node 2020-02-10 16:25:50 -03:00
Rémi Verschelde 9f9d6c6cc1
Merge pull request #35656 from ericrybick/35460-fix2
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
2020-02-09 22:14:31 +01:00
Eric Rybicki bb0358dd8d Use a new approach to fix bone pose override not being reset when IK animation is stopped.
This reverts PR #35460 & commit 551c37167b.
2020-02-09 19:50:13 +01:00
Rémi Verschelde 40d1b0bfdb
Merge pull request #35906 from muiroc/anim_node_value_bug
Pass missing args in AnimationNode script calls
2020-02-06 11:38:31 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
muiroc ed3a8cc83d pass missing args in AnimationNode script calls 2020-02-04 17:45:48 +01:00
Rémi Verschelde efea348fe8
Merge pull request #35460 from ericrybick/35409-skeleton-does-not-return-to-original-pose-when-ik-playback-is-stopped
Fix bone pose override not being reset when IK animation is stopped
2020-01-23 14:38:04 +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
Eric Rybicki 551c37167b Fix bone pose override not being reset when IK animation is stopped
Fixes #35409
2020-01-23 08:48:08 +01:00
PouleyKetchoupp 6c04c824bd Fixed Tween::start() with pending updates
Start was canceled instead of deferred in case of an update in progress.
Fixes #35441
2020-01-22 22:27:37 +01:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Eric Rybicki 41efc08532 Fix SkeletonIK not playing animation if more than one IK-Bone is active 2020-01-16 20:22:15 +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
Andrii Doroshenko (Xrayez) 81db0e9274 Provide default Tween values for transition and easing types
TRANS_LINEAR and EASE_IN_OUT are chosen as defaults for
interpolation and follow methods.
2019-12-12 02:15:15 +02:00
Rafał Mikrut ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
PouleyKetchoupp 598d769804 Handle state machine travel before the start node is processed
This change allows travel() to be called on AnimationNodeStateMachinePlayback during _ready(), before the start node has been processed and the state machine is considered playing.
2019-11-30 02:41:40 +01:00
Rafał Mikrut 99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
Rafał Mikrut 9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
Mark Riedesel d0b528e4a8 Fix Tween follow_property finishing with null 2019-10-23 16:38:43 -04:00
Hugo Locurcio aba157865a
Add missing semicolons to BIND_ENUM_CONSTANT macro uses 2019-10-02 09:57:12 +02:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Rémi Verschelde 159470df08
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
luz.paz 91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
shaderbeast 5e337b31eb Added is_inside_tree() check in both Timer and Tween
Tween now throws error and doesnt even execute.
2019-09-03 13:26:41 +02:00
Robin Hübner 4817595c0e
fix otherwise unitialized variables, found in #31694 2019-08-27 17:13:08 +02:00
Unknown 9d849c21cc fix animation freeze when playing animation from another AnimationPlayer
Donated by IMVU, Inc.

Fixes #31410
When we create an animation player with an animation from which we will start another AnimationPlayer's animation at the moment when that animation is already active - it will  be stopped.  When starting an animation with play() func all the 'outside' animations for animation player were removed (`_stop_playing_caches` func). This pr prevents this behaviour for the case when play is called for animation that's still active. This way the behaviour is the same between "Animation Playback track" and other tracks (tested with value track)
2019-08-19 13:51:08 +02:00
IAmActuallyCthulhu 82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Tomasz Chabora af5e0fff66 Remove ERR_EXPLAIN from scene/* code 2019-08-09 13:54:52 +02:00
Rémi Verschelde ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
qarmin e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
PouleyKetchoupp aaad50e4d9 Fixed AnimationTreeStateMachine transition priority (last transition was always chosen instead of least cost)
Fixes #31132
2019-08-06 23:27:25 +02:00
Hugo Locurcio ff7184c5cb
Improve the node configuration warning display
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
  blank line to make them easier to distinguish
- Improve grammar and formatting
2019-07-09 00:18:00 +02:00
Bojidar Marinov f7dad789e9
Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 8591691b9b
Merge pull request #24249 from zorbathut/zorbathut/animimmediate
Implement AnimationPlayer call modes as per #23498.
2019-06-20 13:04:34 +02:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde 66a854da78
Merge pull request #29878 from Dentrax/fixes
Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node`
2019-06-19 14:18:52 +02:00
Furkan Türkal 09907a28b3 added forgotten err_fail_index check 2019-06-19 13:07:18 +03:00
Rémi Verschelde 40f2480d0e
Merge pull request #29621 from DevinPentecost/feature/0_duration_tween
Implementing 0-duration tweens
2019-06-14 16:57:09 +02:00
Devin Pentecost 265eaf1a2c Implementing 0-duration tweens
Some light refactor
Adding comments in functions
2019-06-14 07:20:13 -07:00
Rémi Verschelde 971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
qarmin 8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
qarmin 66a36ba474 Fix some unincialised variables 2019-05-28 19:12:19 +02:00
Rémi Verschelde c088386c5b
Merge pull request #29109 from RandomShaper/fix_onion_skinning
Fix onion skinning
2019-05-23 07:58:27 +02:00
Pedro J. Estébanez 88153fbb61 Fix 2D bones ignored by onion skinning
Fixes #27819.
2019-05-22 20:40:57 +02:00
Guilherme Felipe 4de6c94eb0 [StateMachine] Fix error message for travel method 2019-05-19 23:43:26 -03:00
Rémi Verschelde e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Rémi Verschelde 9dc9434b1b
Merge pull request #24437 from mateusfccp/single_quotes_option
Add settings for single-quotes on completion
2019-04-30 14:58:33 +02:00
Rémi Verschelde 36a54ffebb
Merge pull request #27577 from guilhermefelipecgs/continuation_of_27562
Continuation of #27562
2019-04-21 13:16:35 +02:00
Max Hilbrunner 7a0c086e45
Merge pull request #27762 from rcorre/anim_docs
AnimationNode* docs
2019-04-16 15:47:47 +02:00
Rémi Verschelde 2feec990e7
Merge pull request #27887 from godotengine/AndreaCatania-patch-1
Added No bone set state in the IK
2019-04-11 09:42:56 +02:00
Rémi Verschelde 2d67eaf2c3
Merge pull request #27917 from volzhs/init_autorestart_random_delay
Set initial value for autorestart_random_delay of AnimationNodeOneShot
2019-04-11 09:35:23 +02:00
volzhs eea3bddd1d Set initial value for autorestart_random_delay of AnimationNodeOneShot 2019-04-11 14:56:38 +09:00
PouleyKetchoupp 66e07a2ec6 Fixes caches_cleared signal discrepancies in AnimationTree (fixes #25460) 2019-04-10 16:25:18 +02:00
Andrea Catania f65fde73da
Added No bone set state in the IK
The problem is that initially the root bone was not set, and you didn't know that because the "no set" state was missing. Now I've added it. https://github.com/godotengine/godot-docs/issues/2333
2019-04-10 07:50:09 +02:00
Rémi Verschelde c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Ryan Roden-Corrent 584288a32c
Fill out some of the AnimationNode docs.
The API docs for various animation nodes are pretty empty, yet the
tutorial at
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
contains some details.

These details should be included in the API docs so looking up a
particular class actually provides some information rather than
requiring the user to hunt for a different tutorial.

This also links the AnimationTree tutorial and demo in the docs.
I've found the TPS demo to be the best resource so far for learning
how to use the AnimationTree. This should be easy to find if someone
looks up the AnimationTree API docs.

Finally, this fixes a param typo in AnimationNodeStateMachine.
2019-04-09 10:49:21 -04:00
PouleyKetchoupp dafd7768ab Fixed uninitialized xfade in AnimationNodeTransition 2019-04-08 17:13:30 +02:00
Guilherme Felipe dbda5b6700 Continuation of #27562
[AnimationTree] Fix scale interpolation
2019-04-05 15:41:37 -03:00
Rémi Verschelde b2fcb40522
Merge pull request #27233 from Chaosus/tween_signal
Added signal for Tween emitted at full completion
2019-04-05 15:42:18 +02:00
Chaosus a19e99aacb Added signal for Tween emitted at completion 2019-04-03 10:35:26 +03:00
Guilherme Felipe 45d97b9860 Fix wrong blend of animation tree
Interpolation cannot use zero values, must use the values from the
animation to be blended.
2019-03-31 17:12:24 -03:00
Guilherme Felipe d35eae166c StateMachine: Fix sync mode 2019-03-17 10:12:27 -03:00
Juan Linietsky c00429c33b Removed some prints 2019-03-02 12:15:48 -03:00
Rémi Verschelde 16934c7411
Merge pull request #26068 from luizcarlos1405/master
Fix AnimationPlayer jumping to the beggining after ending on editor.
2019-02-20 22:30:41 +01:00
Luiz e27bbb075a Fix AnimationPlayer jumping to the beggining after ending on editor. 2019-02-20 14:58:53 -04:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00