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Double animation tracks for IK bones. #904

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ndee85 opened this issue Nov 25, 2014 · 2 comments
Closed

Double animation tracks for IK bones. #904

ndee85 opened this issue Nov 25, 2014 · 2 comments

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@ndee85
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ndee85 commented Nov 25, 2014

When working with IK bones for 2d nodes it can happen that you create multiple tracks for one node.
If selecting a childbone and then adding a keyframe, godot runs through all parent bones and adds an animation track too. But if selecting the childbone and the parent bone, the parent bone will get more tracks then needed. It seems there is no check if animation tracks already exist for certain nodes.

@reduz
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reduz commented Dec 6, 2014

i think this is fixed, will be available on next push

reduz added a commit that referenced this issue Dec 7, 2014
-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
@adolson
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adolson commented Dec 10, 2014

close

@ndee85 ndee85 closed this as completed Dec 10, 2014
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