| Commit message (Collapse) | Author | Age | Files | Lines |
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This commit allows the timeline to exist independently of the actual
time. This will allow it to be used to seek through an animation
with relative ease. We also made some architectural changes to the
timeline to support this.
Changes
=======
- Refactored the runner into its own file without exposing it to the
user (changed the gulpfile)
- The timeline no longer depends on the current time
- The user can supply absolute times to queue events
- Some more methods have been integrated into the timeline
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This commit fixes most of the errors raised by standard.
There is still a strange call error, but that will be the
focus of the next commit
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This commit reformats the code so that it complies with the
standard linting style. Its currently a work in progress, but
it is meant to pave the way for linting in the build process
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- removed `SVG.Array.split()` function (#604)
- removed workaround for browser bug with stroke-width (#560)
- removed polyfills
- removed `ungroup()` in favour of `flatten()`
- gradients now have their corresponding nodename as type and not only radial/linear (#606)
- `SVG.Path.pointAt()` correctly returns an `SVG.Point` now (#607)
- replaced static reference to `masker` in `SVG.Mask` with the `masker()` method
- replaced static reference to `clipper` in `SVG.ClipPath` with the `clipper()` method
- replaced static reference to `targets` in `SVG.Mask` and `SVG.ClipPath` with the `targets()` method (all three #563)
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added test, added pathArray speed bench
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numbers instead of strings
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Replaced split-function with an easier and faster one
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