godot/scene
ShyRed bc1522e268 Use fake audio playing property in editor
It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor.

Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor.

This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor.
2018-03-16 15:26:23 +01:00
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2d Use fake audio playing property in editor 2018-03-16 15:26:23 +01:00
3d Use fake audio playing property in editor 2018-03-16 15:26:23 +01:00
animation Remove duplicate "autoplay" property 2018-01-25 16:17:35 +02:00
audio Use fake audio playing property in editor 2018-03-16 15:26:23 +01:00
gui Prevent division by zero in GridContainer 2018-03-07 17:36:28 +01:00
main FIX Windows enter/exit mouse notifications 2018-03-03 03:42:38 +01:00
resources Fix serialization of identifiers with non printable ASCII characters 2018-03-02 13:33:53 +01:00
register_scene_types.cpp Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. 2018-02-21 09:39:09 -03:00
register_scene_types.h Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
scene_string_names.cpp Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification. 2018-01-12 08:29:24 -03:00
scene_string_names.h Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification. 2018-01-12 08:29:24 -03:00
SCsub disable caching for targets using helper functions 2017-11-28 23:24:12 -04:00