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* Don't compile editor-only function when tools=noGilles Roudière2020-01-091-0/+2
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Merge pull request #31943 from codecustard/Fixes_invalid_frames_on_reverse_animRémi Verschelde2019-10-271-2/+6
|\ | | | | Fixes Reverse Animation Starting on First Frame
| * Fixes Reverse Animation Starting on First FrameEmmanuel Barroga2019-10-161-2/+6
| | | | | | When playing an animation in reverse, the animation initially starts on frame 0. If it loops, it'll play normally by going to the last frame of the animation, but if it does not... it prematurely stops, since it is already on the last frame (for reversed animation) by starting on frame 0.
* | Added some obvious errors explanationsqarmin2019-09-251-12/+12
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* Remove ERR_EXPLAIN from scene/* codeTomasz Chabora2019-08-091-3/+2
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* Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGERémi Verschelde2019-07-251-4/+4
| | | | | | | | | | | This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead.
* Improve the node configuration warning displayHugo Locurcio2019-07-091-1/+1
| | | | | | | - 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
* Some code changed with Clang-Tidyqarmin2019-06-261-4/+1
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* Fix error macro calls not ending with semicolonRémi Verschelde2019-06-111-1/+1
| | | | | | | 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.
* Fix crash when frames are emptyqarmin2019-06-101-0/+1
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* Merge pull request #24489 from mateusfccp/18264_wrong_animation_errorHein-Pieter van Braam2019-04-231-0/+3
|\ | | | | Make AnimatedSprite.animation complain when invalid animation name
| * Make AnimatedSprite.animation complain when invalid animation nameMateus Felipe C. C. Pinto2018-12-201-0/+3
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* | Fix wrong method binds and registered classIgnacio Etcheverry2019-04-061-1/+1
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* | Make AnimatedSprite able to play backwardsMichael Alexsander Silva Dias2019-03-171-6/+20
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* | Fixes bad gizmo alignment for textures with odd sizeGilles Roudière2019-03-071-1/+1
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* | Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-2/+2
| | | | | | | | Fixes #25316.
* | Change the frame number before triggering the animation_finished signalGilles Roudiere2019-01-271-1/+1
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* | Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Fixed signal animation_finishedzer0problem2018-11-231-2/+2
| | | The signal animation_finished is now fired after all values have been changed so changes to the animation can be done without animation_finished without generating unexpected behavior.
* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-10/+10
| | | | -Removed one and zero hints for properties, replaced by default value
* Fixes AnimatedSprite2D animation_finished signal triggering too earlygroud2018-10-041-3/+7
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* Revert "Drop deprecated compatibility methods from AnimatedSprite"Rémi Verschelde2018-09-131-0/+69
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* Merge pull request #21780 from akien-mga/animatedsprite-deprecatedRémi Verschelde2018-09-121-69/+0
|\ | | | | Drop deprecated compatibility methods from AnimatedSprite
| * Drop deprecated compatibility methods from AnimatedSpriteRémi Verschelde2018-09-091-69/+0
| | | | | | | | | | | | | | They were deprecated in 2.1, but never properly identified as such and thus never removed. Fixes #21765.
* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
|/ | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Merge pull request #19087 from danvalho/masterMax Hilbrunner2018-07-171-0/+12
|\ | | | | SpriteFrames: expose method to get array containing animation names
| * SpriteFrames: expose method to get array containing animation namesdanvalho2018-06-051-0/+12
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* | Fixes the bad calculation of margin & anchors when child of Node2Dgroud2018-06-071-6/+23
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* Updates frame timeout when changing speed scalegroud2018-05-131-11/+18
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* Adds a speed factor to AnimatedSpritegroud2018-05-071-2/+17
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-38/+45
| | | | | | | | | | - The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
* Bind many more properties to scriptsBojidar Marinov2018-01-121-1/+1
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Enhance undoredo action name, TTR, cleanupPoommetee Ketson2017-12-121-23/+4
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* Fixed is_playing funtion (was reporting wrong), closes #13928Juan Linietsky2017-12-071-1/+1
| | | | Made error reporting to opcode_set in gdscript a bit clearer
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-6/+6
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* Fix AnimatedSprite frame property slider in editorHiroshi Ogawa2017-10-111-3/+1
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-5/+5
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* emit signal properly when frame has changed in autoplay, fixes #7730Juan Linietsky2017-08-051-0/+1
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* Add object type hint for docsPoommetee Ketson2017-07-231-3/+3
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* Remove Duplicate IncludeShockblast2017-06-191-1/+0
| | | | Also solves a problem with AnimatedSprites, when you add sprites for the animation the engine crash
* Added normalmap support to stylebox and animated sprite.Juan Linietsky2017-06-181-1/+7
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-229/+179
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code