- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
36 lines
1.9 KiB
XML
36 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFAnimation" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
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</tutorials>
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<methods>
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<method name="get_additional_data">
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<return type="Variant" />
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<param index="0" name="extension_name" type="StringName" />
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<description>
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Gets additional arbitrary data in this [GLTFAnimation] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
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The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is [code]null[/code].
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</description>
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</method>
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<method name="set_additional_data">
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<return type="void" />
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<param index="0" name="extension_name" type="StringName" />
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<param index="1" name="additional_data" type="Variant" />
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<description>
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Sets additional arbitrary data in this [GLTFAnimation] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
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The first argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the second argument can be anything you want.
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</description>
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</method>
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</methods>
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<members>
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<member name="loop" type="bool" setter="set_loop" getter="get_loop" default="false">
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</member>
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<member name="original_name" type="String" setter="set_original_name" getter="get_original_name" default="""">
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The original name of the animation.
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</member>
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</members>
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</class>
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