Timeline for How to Hold on Final Frame of Animation in Godot
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Mar 9, 2018 at 2:42 | vote | accept | DyingIsFun | ||
Mar 9, 2018 at 1:29 | history | tweeted | twitter.com/StackGameDev/status/971920944133533696 | ||
Mar 8, 2018 at 22:08 | answer | added | magenulcus | timeline score: 3 | |
Mar 6, 2018 at 19:24 | history | edited | DyingIsFun | CC BY-SA 3.0 |
Added version
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Mar 6, 2018 at 17:19 | comment | added | DyingIsFun | I also change states with function calls at the end of nonlooping animations. | |
Mar 6, 2018 at 17:16 | comment | added | DyingIsFun | I have a _process_physics() method that first calls a custom input_processing() method (in which states are changed), then calls animate(), and then does physics and positioning. Some of these should probably be in _process() which I don't currently use. Any restructuring advice is appreciated. | |
Mar 6, 2018 at 15:26 | comment | added | skrx |
Where do you call animate and change the state ?
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Mar 5, 2018 at 13:26 | history | edited | DyingIsFun | CC BY-SA 3.0 |
added 11 characters in body
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Mar 5, 2018 at 4:48 | history | edited | DyingIsFun | CC BY-SA 3.0 |
added 106 characters in body
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Mar 4, 2018 at 20:05 | history | edited | DyingIsFun | CC BY-SA 3.0 |
added 305 characters in body
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Mar 4, 2018 at 19:01 | history | asked | DyingIsFun | CC BY-SA 3.0 |