Ryan
1a5d818ea9
Optimize AnimationTree & Improve internals
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Apply suggestions from code review
Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
Co-Authored-By: Silc Lizard (Tokage) Renew <tokage.it.lab@gmail.com >
2026-03-14 02:24:21 -04:00
Rémi Verschelde
eabb9a63d4
Rename callable_method_pointer.h to callable_mp.h and include it explicitly
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This allows removing it from `class_db.h`, significantly reducing the amount of files
that include it transitively.
Also includes some include cleanup in `control.h` and `rich_text_label.h` done while
ensure they don't depend on `callable_mp`.
2026-03-04 16:23:23 +01:00
Rémi Verschelde
765362b033
Explicitly include core/config/engine.h where used
2026-03-04 10:17:10 +01:00
Thaddeus Crews
e380a41752
Style: Add class_db.h includes explicitly
2026-02-26 15:50:28 -06:00
kobewi
f7b9703cbd
Use actual class names in resource type hints
2026-01-29 21:07:56 +01:00
Thaddeus Crews
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
kobewi
d61a337a70
Improve usage of String.split() vs get_slice()
2025-09-19 16:31:55 +02:00
Maybee Rezbit
dc8f7b4f5d
Expose "fade" methods for AnimationNodeStateMachinePlayback
2025-08-28 13:54:42 -04:00
Adam Johnston
d72006119d
Add node started/finished signals for animation state machines
2025-06-05 12:09:16 -07:00
LuoZhihao
713ed59a77
Remove unnecessary _validate_property() calling
2025-06-03 21:57:36 +08:00
Adam Wychowaniec
d193af78c5
Expose AnimationNode(StateMachine/BlendTree).get_node_list()
2025-04-22 21:08:26 +02:00
Thaddeus Crews
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
Yufeng Ying
4f4031a675
Replace size() == 0 with is_empty().
2025-04-02 19:18:43 +08:00
Rémi Verschelde
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
Flyn San
3af934bc9c
Improve wording on recursive AnimationNodeStateMachinePlayback transition detection warning
2025-01-15 23:10:46 +10:00
Aarni Koskela
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
A Thousand Ships
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
Yufeng Ying
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
Yufeng Ying
180c1b1cfa
Remove dead code.
2024-12-12 23:40:25 +08:00
Chaosus
7adb986e15
Fix orphan strings in AnimationNodeStateMachine
2024-12-11 11:08:23 +03:00
Lukas Tenbrink
b5c31ebb41
Add contains_char() for single-character 'contains' calls.
2024-12-06 20:23:35 +01:00
Rémi Verschelde
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
lullabyist
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
nazarii
76208f7155
Implement array based hash map
2024-10-24 21:34:12 +03:00
Silc Lizard (Tokage) Renew
4de79fed45
Determine break_loop_at_end 1 frame earlier using prediction by delta
2024-07-28 15:55:41 +09:00
Silc Lizard (Tokage) Renew
88e590c9d3
Add approx comparing methods to Animation, use them on time comparison
2024-07-24 01:18:06 +09:00
Silc Lizard (Tokage) Renew
7cdeac94d1
Fix StateMachine process when transition to end & optimize StringName
2024-07-13 17:32:31 +09:00
A Thousand Ships
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
Rémi Verschelde
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
Silc Lizard (Tokage) Renew
6dd410854c
Rework AnimationNode process for retrieving the semantic time info
2024-03-20 22:52:26 +09:00
Silc Lizard (Tokage) Renew
b8d555c74b
Move the line of infinity loop checking in AnimationStateMachine
2024-03-17 00:51:36 +09:00
Micky
cd2032a90b
Optimise Object's get_argument_options
2024-02-29 18:00:54 +01:00
Micky
e5c1da1c61
Add Autocompletion for AnimationNodeStateMachine & BlendTree
2024-01-06 17:03:46 +01:00
Silc Lizard (Tokage) Renew
5acf6b4ca6
Remove differences of the code between old AnimationTree and Mixer
2023-12-06 02:29:29 +09:00
Silc Lizard (Tokage) Renew
599f0dbf97
Fix GroupedStateMachine reset
2023-09-30 10:37:46 +09:00
Silc Lizard (Tokage) Renew
1b95827d3e
Implement AnimationManager the base class of AnimationPlayer/Tree
2023-09-29 08:23:57 +09:00
A Thousand Ships
a29416e332
[Scene,Main] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable
2023-09-12 12:53:06 +02:00
Silc Lizard (Tokage) Renew
fc40ba21cd
Fix infinity loop state can't break
2023-07-07 16:12:37 +09:00
Rémi Verschelde
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
Juan Linietsky
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
Yuri Sizov
0562decf34
Unexpose AnimationTrackEditPlugin as not implemented
2023-04-25 11:38:17 +02:00
Silc Renew
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
Silc Renew
fff3ae1d89
Fix NodeTransition initialization and AnimationNode remapping method
2023-02-05 06:24:14 +09:00
Silc Renew
4525181c2d
Make restart in NodeStateMachine / NodeTransition optional
2023-02-01 03:57:11 +09:00
SaracenOne
02a82c9531
Add indicator for state machine transition fade progress and position of state transitioning from.
2023-01-25 10:17:55 +00:00
Aaron Franke
2bc0bcbd26
PropertyUsage: Rename "DO_NOT_SHARE_ON_DUPLICATE" to "ALWAYS_DUPLICATE"
2023-01-24 16:05:07 -06:00
Rémi Verschelde
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
Silc Renew
a6d8afc90c
Fix weird behavior of teleporting to self-state when reset is false
2023-01-22 16:16:48 +09:00
Silc Renew
8b04f58604
Expose fading_from_node from StateMachine
2023-01-22 15:50:53 +09:00
Silc Renew
e480262c53
Allow AnimationNodes to restart when transitioning to the same state
2023-01-19 03:10:59 +09:00