Commit Graph

142 Commits

Author SHA1 Message Date
597b0a2f03 Merge pull request #109986 from SomeRanDev/animation_node_state_machine_playback_expansion
Expose `get_fading_...` methods for `AnimationNodeStateMachinePlayback`
2025-10-28 12:19:20 -05:00
d61a337a70 Improve usage of String.split() vs get_slice() 2025-09-19 16:31:55 +02:00
dc8f7b4f5d Expose "fade" methods for AnimationNodeStateMachinePlayback 2025-08-28 13:54:42 -04:00
d72006119d Add node started/finished signals for animation state machines 2025-06-05 12:09:16 -07:00
713ed59a77 Remove unnecessary _validate_property() calling 2025-06-03 21:57:36 +08:00
d193af78c5 Expose AnimationNode(StateMachine/BlendTree).get_node_list() 2025-04-22 21:08:26 +02:00
1e8b7fe5a0 Merge pull request #101582 from Flynsarmy/recursive_transition_wording
Improve wording on recursive transition detection warning
2025-04-18 12:21:26 -05:00
4f4031a675 Replace size() == 0 with is_empty(). 2025-04-02 19:18:43 +08:00
ede3d21519 Don't expose AnimationNodeStartState and AnimationNodeEndState as internal, this triggers a ClassDB bug
Fixes #99534.
2025-02-04 22:19:56 +01:00
3af934bc9c Improve wording on recursive AnimationNodeStateMachinePlayback transition detection warning 2025-01-15 23:10:46 +10:00
f134769506 Fix various typos
* Add TODO notes for typos that should be fixed for 5.0

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-08 14:47:42 +02:00
a1846b27ea Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
2024-12-23 16:35:02 -05:00
73d85f46c9 Remove unused headers in scene.
Co-authored-by: Thaddeus Crews <repiteo@outlook.com>

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-12-24 00:40:09 +08:00
180c1b1cfa Remove dead code. 2024-12-12 23:40:25 +08:00
7adb986e15 Fix orphan strings in AnimationNodeStateMachine 2024-12-11 11:08:23 +03:00
b5c31ebb41 Add contains_char() for single-character 'contains' calls. 2024-12-06 20:23:35 +01:00
d6b20fd7e5 Merge pull request #98402 from vaner-org/highlight-node-neighbours
Reduce opacity of nodes with no shared transition when selecting an AnimationNodeStateMachine node
2024-12-02 15:50:22 +01:00
366fa9ff39 Reduce opacity of nodes with no shared transition when selecting an AnimationNodeStateMachine node
Applied suggestions from code review
2024-12-01 18:21:09 +05:30
76208f7155 Implement array based hash map 2024-10-24 21:34:12 +03:00
4de79fed45 Determine break_loop_at_end 1 frame earlier using prediction by delta 2024-07-28 15:55:41 +09:00
88e590c9d3 Add approx comparing methods to Animation, use them on time comparison 2024-07-24 01:18:06 +09:00
7cdeac94d1 Fix StateMachine process when transition to end & optimize StringName 2024-07-13 17:32:31 +09:00
955d5affa8 Reduce and prevent unnecessary random-access to List
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)

* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
f69fab5bfd Merge pull request #89575 from TokageItLab/move-loop-check-state
Move the line of infinity loop checking in AnimationStateMachine
2024-04-04 14:31:28 +02:00
6dd410854c Rework AnimationNode process for retrieving the semantic time info 2024-03-20 22:52:26 +09:00
b8d555c74b Move the line of infinity loop checking in AnimationStateMachine 2024-03-17 00:51:36 +09:00
cd2032a90b Optimise Object's get_argument_options 2024-02-29 18:00:54 +01:00
e5c1da1c61 Add Autocompletion for AnimationNodeStateMachine & BlendTree 2024-01-06 17:03:46 +01:00
5acf6b4ca6 Remove differences of the code between old AnimationTree and Mixer 2023-12-06 02:29:29 +09:00
599f0dbf97 Fix GroupedStateMachine reset 2023-09-30 10:37:46 +09:00
1b95827d3e Implement AnimationManager the base class of AnimationPlayer/Tree 2023-09-29 08:23:57 +09:00
a29416e332 [Scene,Main] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-12 12:53:06 +02:00
fc40ba21cd Fix infinity loop state can't break 2023-07-07 16:12:37 +09:00
3e6a731904 Merge pull request #76418 from reduz/method-bind-validated-call
Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
1c93606e47 Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.

NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
0562decf34 Unexpose AnimationTrackEditPlugin as not implemented 2023-04-25 11:38:17 +02:00
991e6e90ba Rework StateMachine and nested StateMachine process
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.
2023-04-18 19:06:51 +09:00
fff3ae1d89 Fix NodeTransition initialization and AnimationNode remapping method 2023-02-05 06:24:14 +09:00
4525181c2d Make restart in NodeStateMachine / NodeTransition optional 2023-02-01 03:57:11 +09:00
02a82c9531 Add indicator for state machine transition fade progress and position of state transitioning from. 2023-01-25 10:17:55 +00:00
2bc0bcbd26 PropertyUsage: Rename "DO_NOT_SHARE_ON_DUPLICATE" to "ALWAYS_DUPLICATE" 2023-01-24 16:05:07 -06:00
285e6ed9a5 Merge pull request #71840 from TokageItLab/fix-travel-reset
Fix weird behavior of teleporting to self-state when `reset_on_teleport` is `false` in StateMachine
2023-01-22 11:08:57 +01:00
a6d8afc90c Fix weird behavior of teleporting to self-state when reset is false 2023-01-22 16:16:48 +09:00
8b04f58604 Expose fading_from_node from StateMachine 2023-01-22 15:50:53 +09:00
e480262c53 Allow AnimationNodes to restart when transitioning to the same state 2023-01-19 03:10:59 +09:00
8bfaf098c7 Add next/reset function to AnimationStateMachine 2023-01-19 03:10:45 +09:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
74e0903bb8 Fix wrong AnimationStateMachine process for end of fading 2022-12-26 13:08:08 +09:00
ecd895a860 Merge pull request #70278 from TokageItLab/add-animation-started-finished-signal-to-tree
Add `animation_started/finished` signals to `AnimationTree` and fix time accuracy in StateMachine
2022-12-23 09:08:17 +01:00
9b4888b7c9 Merge pull request #65312 from SaracenOne/auto_advance_behaviour
Make auto-advance flag a requirement for conditional/expression evaluation
2022-12-23 09:05:49 +01:00