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path: root/doc/classes/AnimationNodeStateMachine.xml
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* Remove empty `[b]Example:[/b]` lines from the class referenceMicky2024-08-191-1/+0
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* Replace some "uncommon" words in class referenceMicky2024-01-151-1/+1
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* Added description to AnimationNodeStateMachine.replace_nodeAnutrix2023-11-111-0/+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'
* Implement NodeSub2 to AnimationTree & improve mathematical NodesSilc Lizard (Tokage) Renew2023-05-271-10/+10
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* Overhaul the top sections of the class reference (Animation classes)VolTer2023-05-051-3/+3
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* Rework StateMachine and nested StateMachine processSilc Renew2023-04-181-0/+18
| | | | Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Make restart in NodeStateMachine / NodeTransition optionalSilc Renew2023-02-011-0/+5
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* [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 Sizov2022-08-081-26/+26
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* Improvements of state machineGuilherme Felipe2022-05-021-26/+0
| | | | | | | | | | | | | | | | | | | | | | | | | - Open the menu to add new animation nodes by dragging the transitions to empty areas and automatically connecting them. - Adds box selection to the state machine. - Add feature to group/ungroup selected nodes in a "sub" state machine. - Add start/end node by default. In addition, add new color to these nodes to differentiate then. - Add tooltip for transitions to show the connection "from -> to". - Add new "type" of transition line when multiple transitions are grouped. - Add popup to connect nodes in sub state machine. - Add dialog to select which nodes can be deleted when they are grouped. - Add classes: AnimationNodeStartState AnimationNodeEndState EditorAnimationMultiTransitionEdit - Implements disabled transition API Changes: - Now it's posible to add transitions between state machines, `AnimationNodeStateMachine::add_transition` will works with relative path, this means you can use it like this `add_transition("Idle", "Walk", tr)` or `add_transition("Idle", "StateMachine/Shoot)`.
* 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.
* 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 Verschelde2021-07-301-102/+51
| | | | | | | | 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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* Add C# code examples to the docsHaSa10022020-09-261-2/+8
| | | | | | | | | | | | | | | | | | | | Only existing GDScript code examples are converted and added to the docs. This is the first batch include classes beginning with A and B. Included classes: * AcceptDialog * AESContext * Animation * AnimationNodeStateMachine * AnimationNodeStateMachinePlayback * AnimationNodeStateMachineTransition * Array * ArrayMesh * AStar * AStar2D * Bool * Button
* Add link titles for all links in the class referenceHugo Locurcio2020-08-311-1/+1
| | | | | This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
* doc: Sync classref with current sourceRémi Verschelde2020-03-181-11/+10
| | | | Fix wrong binding after #37111.
* Merge pull request #36491 from AndreaCatania/edit_node_anim_state_macRémi Verschelde2020-03-161-0/+11
|\ | | | | Added new method to edit an already added node to anim state machine
| * Added new method to replace an already added node to the animation state machineAndrea Catania2020-03-161-0/+11
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* | doc: Sync classref with StringName/Callable changesRémi Verschelde2020-02-221-19/+19
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* Update docs to version 4.0clayjohn2020-01-311-1/+1
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* doc: Drop unused 'category' property from headerRémi Verschelde2020-01-261-1/+1
| | | | | | | | | | We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
* doc: Misc updates for AnimationNode* and othersRémi Verschelde2020-01-231-3/+4
| | | | | | | | | | | | | - 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`.
* Proofread and improve the whole class referenceHugo Locurcio2019-06-271-1/+2
| | | | | | | | | | | | | - Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
* [DOCS] Add descriptions to AnimationNodeStateMachine[Playback]Chris Bradfield2019-05-241-3/+26
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* Fix typos with codespellRémi Verschelde2019-05-191-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 ```
* doc: Fix issues found by the parserRémi Verschelde2019-05-151-1/+1
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* doc: Drop unused <demos> tagRémi Verschelde2019-04-191-2/+0
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* Fill out some of the AnimationNode docs.Ryan Roden-Corrent2019-04-091-1/+6
| | | | | | | | | | | | | | | | | | 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.
* doc: Bump version to 3.2Rémi Verschelde2019-04-011-1/+1
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* doc: Sync classref with current sourceRémi Verschelde2018-08-211-38/+16
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* doc: Sync classref with current sourceRémi Verschelde2018-07-261-0/+221
Fix various missing arguments in bindings.