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path: root/scene/2d/animated_sprite.cpp
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-39/+39
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-10/+10
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-1/+1
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* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-2/+2
| | | | | | | 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.
* Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky2017-01-081-2/+2
| | | | finished
* removed unnecesary modulate funtions, which were superseded by self_modulateJuan Linietsky2017-01-081-17/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-41/+41
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Add the 'finished' signal to AnimatedSpriteWilhem Barbier2017-01-021-0/+4
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422Juan Linietsky2016-07-061-1/+1
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* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+12
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* remove old bind for add_frame of SpriteFramesvolzhs2016-05-171-2/+0
| | | | it causes ``ERROR: Method already bound: SpriteFrames::add_frame``
* New reworked AnimatedSprite!Juan Linietsky2016-05-141-46/+402
| | | | | | | | | -New SpriteFrames editor, with support for drag&drop, multiple animation sets, animation speed and loop. -New AnimatedSprite, with support for all the new features! AnimatedSprite3D has not been updated yet. -Added support for drag&drop to other editors, such as resourcepreload, sample library, etc.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -fixes to animatedsprite used with atlasJuan Linietsky2015-11-111-1/+2
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* -A little More control about pixel snapping in 2DJuan Linietsky2015-10-131-0/+5
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-4/+4
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* made changing pivot simpler in 2D nodes (just press v with mouse over position)Juan Linietsky2015-06-121-3/+3
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* improved animation editorJuan Linietsky2015-05-251-1/+1
| | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Batch of BugfixesJuan Linietsky2014-12-071-2/+5
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+352