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Fix issues with BlendSpace2D BLEND_MODE_DISCRETE_CARRY #48375
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I asked @TokageItLab to review. |
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@TokageItLab 's review said this also affects 3d animations.
He says the pr fixes the stated problem.
2021-05-03_4.33.18.movblendspace2d_blendmode_test_with_3d.zip This video blends three same animations, but it is wrong for such a transition to occur in Apart from this, BlendSpace2D has a sync problem, but at least in a situation where there are three same animations, the preview in the Editor starts playing at the same time, so the sync problem does not occur. (If the animations are out of sync, turn on/off the Active checkbox in AnimationTree.) Moreover, the sync problem has nothing to do with this problem in the first place, and is not an issue when time is inherited correctly. So I concluded that the problem of glitchy transitions is due to wrong time inheritance. One fear I have is that the |
Could you amend the commit message to be more explicit about what it does? Referencing a GitHub issue is useful, but not sufficient information to know what the commit does when not on GitHub. |
When BlendSpace2D switches animations, it will now correctly calculate the previous animation position and length and apply is to the new animation.
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done |
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Didn't want this to be in limbo.
Already approved earlier.
Thanks! And congrats for your first merged Godot contribution 🎉 |
Cherry-picked for 3.4. |
I prefer not to cherry-pick for |
bug fix for #41028. introduced in #20135.
I left my notes on what the problems were in #41028
Bugsquad edit: Fixes #41028.