- 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!
18 lines
942 B
XML
18 lines
942 B
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeSync" inherits="AnimationNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for [AnimationNode]s with multiple input ports that must be synchronized.
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</brief_description>
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<description>
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An animation node used to combine, mix, or blend two or more animations together while keeping them synchronized within an [AnimationTree].
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</description>
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<tutorials>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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</tutorials>
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<members>
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<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
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If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
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If [code]true[/code], forcing the blended animations to advance frame.
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</member>
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</members>
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</class>
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