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Replaced loops_current
with end_loop
in AnimationNodeStateMachinePlayback
#60247
Replaced loops_current
with end_loop
in AnimationNodeStateMachinePlayback
#60247
Conversation
AnimationNodeStateMachinePlayback
loops_current
with end_loop
in AnimationNodeStateMachinePlayback
Sorry did not mean to close this... I'm still trying to get used to using GitHub and was confused.... Sorry if I'm making a mess 😅 |
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The changes look good style wise, just needs a review from folks familiar with animation features (@godotengine/animation). |
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Took me a bit to understand the actual issue, but yep, as far as I can tell, seems fine to me, tested it, and it appears to fix the bug.
Thanks! |
Cherry-picked for 3.5. |
Cherry-picked for 3.4.5. |
First time committing to open source!
Fixes #59967
Found in
AnimationNodeStateMachinePlayback
Private variable
loops_current
in was being used in the method_travel
to calculate the end of a loop.This created an issue when an Advance Condition (atEnd) was changed from false to true when
loops_current > 0
(any time after the first loop). This caused an immediate transition instead of at the end of the animation loop.Could not find any other use for
loops_current
so I replaced it withend_loop
to solve this issue;Relevent changes in
_travel
First time contributing please inform me if I did anything out of conduct :)