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path: root/doc/classes/AnimatedSprite2D.xml
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* Remove empty `[b]Example:[/b]` lines from the class referenceMicky2024-08-191-4/+2
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* Update links to outdated asset library demosskyace652024-04-071-1/+1
| | | | | | Update links to outdated asset library demos Co-authored-by: Max Hilbrunner <m.hilbrunner@gmail.com>
* Expose pixel snapping settings add pixel-art notesSabs, like Sobs2024-02-171-0/+1
| | | | | | | | | | | | | | | | | | This small in-engine documentation change aims to make it easier to discover ways to handle pixel art aesthetics. - I have moved 2D pixel snapping settings out of "Advanced." This now matches other pixel-art-friendly settings for GUI Snapping and Default Texture filtering. - I've added notes to the project settings and Sprite/AnimatedSprite sources to hint users towards better understanding of why pixelated sprites may not work correctly and what to do about it. This should help users make informed decisions for their needs. Context: Proper handling of pixel art in Godot is routinely frustrating for new users: I, like others, assumed that Godot would act on pixels, not subpixels, when I was working a pixel art game. I was confused when my interpolations would appear blurry, and when pixel textures would be distorted for no apparent reason (this was because of centering). I had naively thought that setting Linear interpolation would be the single "it's a pixel art game" toggle, but that only hid the underlying issues until later. I had no idea there was a snap-to-pixel option because it was hidden in the Advanced options, since my default assumption was that a pixel art game would want no subpixels at all. Some references for the frustration: - https://github.com/godotengine/godot/issues/82696 - https://www.reddit.com/r/godot/comments/fah25e/best_way_to_achieve_pixel_perfect_rendering/ - https://shaggydev.com/2021/09/21/project-setup-for-pixel-art/
* Fix several minor class reference issuesskyace652024-01-231-0/+1
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Make AnimatedSprite's playback API consistent with AnimationPlayerSilc Renew2023-01-261-20/+82
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* Improve `SpriteFrames` docsDanil Alexeev2023-01-101-1/+0
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* `AnimatedSprite{2D,3D}` improvementsDanil Alexeev2023-01-051-4/+7
| | | | | * Add support for individual frame duration to `SpriteFrames`. * Various minor improvements.
* Allow negative `speed_scale` in AnimatedSprite2D & 3DMicky2022-09-131-4/+7
| | | | | | | If the `speed_scale` is set to a negative value, the animation plays in reverse. The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward. Also updates the documentation to better describe the pausing and playing behaviour.
* [doc] Use "param" instead of "code" to refer to parameters (8)Andy Maloney2022-08-121-1/+1
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* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-2/+2
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* Improve AnimatedSprite2D description in the class referenceMegamega532022-05-131-4/+4
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* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Merge pull request #51235 from AnilBK/awkward-funcsRémi Verschelde2021-12-101-7/+1
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| * Fixed awkwardly named AnimatedSprite Setters.Anilforextra2021-08-041-7/+1
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* | Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde2021-11-151-1/+1
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* | Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-201-2/+0
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* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-301-10/+5
| | | | | | | | For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
* Better format arguments in variant parserMichael Alexsander Silva Dias2021-06-181-1/+1
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* Let var2str display StringName with correct sigilJonathan Gollnick2021-06-101-2/+2
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* doc: Sync classref with current source + fixup some bindingsRémi Verschelde2020-11-041-6/+0
| | | | Includes various changes triggered by the refactoring of method bindings.
* Link to demos from within the class referenceAaron Franke2020-10-011-0/+1
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* Merge pull request #40269 from Calinou/doc-animatedsprite2d-normal-specularRémi Verschelde2020-09-011-0/+1
|\ | | | | Document support for normal and specular maps in AnimatedSprite2D
| * Document support for normal and specular maps in AnimatedSprite2DHugo Locurcio2020-07-101-0/+1
| | | | | | | | This closes #38509.
* | Link to 2D Sprite animation tutorial in relevant class documentationsHugo Locurcio2020-08-211-0/+1
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-0/+87
A few extra renames for classes which were missed in last week's PRs.