4a04f72069
remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-23 17:52:20 +00:00
296cc41b03
BGE Animations: Various changes to make code reviewers happy:
...
* Naming/style changes
* Taking advantage of switch statements
* Removing unneeded NULL checks
* etc
2011-08-29 06:19:55 +00:00
8883702f8a
BGE Animations: Various compatibility fixes:
...
* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area.
* Continuous works a lot better.
* BL_Action::SetFrame() should work a little smoother.
2011-08-08 04:28:30 +00:00
d3edf274b0
BGE Animations: This should solve the issue with NULL not being defined in BL_ActionManager.cpp
2011-07-30 17:27:54 +00:00
387439390d
BGE Animations: Fixing some warnings from GCC about initialization order.
2011-07-29 21:58:31 +00:00
0eacdc94ba
BGE Animations: Removing unused code and adding some more comments.
2011-07-07 03:53:24 +00:00
ceabc6d119
BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-05 05:22:02 +00:00
5f4f75c51a
BGE Animations: Adding in layer weights to allow for layer blending.
2011-07-03 01:59:17 +00:00
3afe0e9c88
BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1.
2011-06-29 02:42:46 +00:00
d122f24c1a
BGE Animations: Fixing a bug with priority and non continuous animations.
2011-06-29 01:53:17 +00:00
f1a2d46aa0
BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis.
2011-06-23 22:12:49 +00:00
c02006bc2b
BGE Animations: Adding the ipo flag options to the action actuator. This still needs more testing.
2011-06-16 01:18:52 +00:00
c431863312
BGE Animations:
...
* Adding BL_Action::Play() and BL_Action::Stop()
* Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
* Making the Property play type work for the Action actuator.
2011-06-11 00:14:47 +00:00
39bbf3854a
BGE Animations: Reimplemented the continuous function of the action actuator.
...
* To do this, I've added Get/SetFrame() functions.
* I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-06-01 07:42:40 +00:00
54a37ba855
BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject:
...
BL_ActionManager:
* IsActionDone(short layer) - Checks to see if the animation on the given layer has finished.
KX_GameObject:
* PlayAction(...) - Adds an action to the object's action manager
* StopAction(short layer) - Remove an action from the object's action manager
* IsActionDone(short layer) - Check if an action has finished playing
2011-06-01 05:46:19 +00:00
07dca94476
BGE Animation:
...
* Adding IPOs to BL_Action
* Adding a "speed" option to adjust the playback speed by some factor
2011-05-28 07:15:27 +00:00
bd5f78d1a0
Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gcc
2011-05-27 08:45:48 +00:00