597b0a2f03
Merge pull request #109986 from SomeRanDev/animation_node_state_machine_playback_expansion
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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
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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
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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
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* 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
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Use `is_null` over `!is_valid` and vice versa.
2024-12-23 16:35:02 -05:00
73d85f46c9
Remove unused headers in scene.
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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
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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
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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
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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
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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
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Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
1c93606e47
Add ValidatedCall to MethodBind
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* 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
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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
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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
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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
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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
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Make auto-advance flag a requirement for conditional/expression evaluation
2022-12-23 09:05:49 +01:00