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path: root/scene/animation/tween.cpp
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* Tween: Add a unique identifier to InterpolateData to be able to remove the ↵James2018-08-161-25/+36
| | | | right one when finished
* interpolation was not removed because of id mismatchJames2018-08-091-1/+1
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* Check "done" state in original loopRăzvan C. Rădulescu2018-06-271-18/+10
| | | | | | | My first attepmt I added a second loop to check if processing should stop. This attempts to optimize by using the original loop (one loop). Also resets `elapsed` time on finish of tween which fixes `tell()`.
* Fix and make Tween node less confusingRăzvan C. Rădulescu2018-06-261-42/+27
| | | | | | | | | | | | | | | | | | | | | | | I've made the following changes: - make `is_active` the main way of keeping track of tween processing/activity, meaning that `is_active` will now return `false` if all tween actions have finished or if it isn't started or if it was stopped via `set_active(false)` or any other mode - removed is_stopped because is redundand now The above meant that we don't have to keep track of yet another variable `available` since everything is based on `*processing_internal` so I removed it, likewise it's own local `processing` variable was removed, as well as the "double" `_set_process` which it feels more like a hack. What wasn't changed: - `tell()` still returns max value (i.e. `== get_runtime()` when all tweens `finish`) *More testing is needed*. So far I've tested repeat on/off, delay, `is_active()` working corretly, `set_active(true), set_active(false)`, but probably more tests are necessary, all the resets, stops, resume etc.
* Adding is_stopped method to Tweensteincodes2018-06-071-0/+5
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* Take tween speed into account when calculating runtimeRasmus Ketelsen2018-05-251-1/+6
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* update signals' MethodInfo in TweenPaul Joannon2018-01-231-3/+3
| | | | key is a NodePath, not a String
* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+2
| | | | | | | 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.
* Merge pull request #15161 from volzhs/tween-followRémi Verschelde2018-01-031-46/+39
|\ | | | | Fix Tween follow not working
| * Fix Tween follow not workingvolzhs2017-12-291-46/+39
| | | | | | | | Fix regression from 7609efe7571733a38a4c372d9c69ea9c71601936
* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Merge pull request #12284 from bojidar-bg/allow-subproperty-setRémi Verschelde2017-11-211-51/+77
|\ | | | | Allow for getting/setting "dotted" properties of objects
| * Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-53/+75
| | | | | | | | Performance is around the same as using pure set() through GDScript.
| * Make Tween::interpolate_property's able to get() the initial valueBojidar Marinov2017-11-131-0/+4
| | | | | | | | To use this behavior, pass `null` in place of the initial_value parameter.
* | Rename Rect3 to AABB.Ferenc Arn2017-11-171-8/+8
|/ | | | Fixes #12973.
* Refactor Fixed to PhysicsPoommetee Ketson2017-10-211-1/+1
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-6/+6
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* Cleaned up logic in Tween::_tween_process(), fixes #9187cryptonaut2017-08-291-14/+10
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-19/+19
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-12/+12
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-4/+4
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Honor the Tween's final valuesShin-NiL2017-03-301-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-606/+432
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-34/+34
| | | | | | 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 Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Fix tween Transform2D typosanikoyes2017-02-071-3/+3
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* renamed tween animationplayer scale functions to speed_scaleJuan Linietsky2017-01-131-5/+5
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* Tween: Rename times_in_sec (sic) param to durationRémi Verschelde2017-01-131-49/+49
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* Renamed most signals so they refer to:Juan Linietsky2017-01-121-4/+4
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* Type renames:Juan Linietsky2017-01-111-24/+24
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-6/+6
| | | | | | | 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.
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-1/+1
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-34/+34
| | | | | | | | 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()
* 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 regression #6864 caused by #6613Pawel Kowal2016-10-261-5/+13
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* Tween reset/stop/resume/remove for all object properties at oncePawel Kowal2016-09-251-10/+13
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* Tween: fix non-repeat interpolate_callback does not delete after call triggeredsanikoyes2016-08-311-0/+2
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* Fix crash when tween control object previous freedsanikoyes2016-04-071-0/+13
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* remove trailing whitespaceHubert Jarosz2016-03-091-6/+6
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Spine: add feature to insert/remove interpolates while updatingsanikoyes2015-05-051-11/+205
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* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Add call deferred support for Tweensanikoyes2015-01-071-8/+103
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* 1.Change interpolate_callback:p_times_in_sec argument before p_callback ↵sanikoyes2014-12-191-75/+120
| | | | | | | | argument(more readable) 2.NodePath replace to instance_ID(can control object doe's not in scene tree) 3.Change interpolate types from Node to Object, can control more types(etc script class object) 4.Add pending_update counter, avoid insert/remove interpolates-list while traversal it
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-2/+2
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around