Fix incorrect animation section when playing a custom timeline with stretched time scale.#118114
Open
chocola-mint wants to merge 1 commit intogodotengine:masterfrom
Open
Fix incorrect animation section when playing a custom timeline with stretched time scale.#118114chocola-mint wants to merge 1 commit intogodotengine:masterfrom
chocola-mint wants to merge 1 commit intogodotengine:masterfrom
Conversation
…tretched time scale.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fixes #118101
The PR basically sets the animation section's end to be the animation length when AnimationNodeAnimation's
use_custom_timelineandstretch_time_scaleare both enabled. (This effectively just plays the original animation at a different speed)In #91765, I incorrectly set the animation section's end to be the custom timeline's length. However, AnimationNodeAnimation had been relying on the buggy behavior in #116002, which allowed it to evaluate keys after the incorrect animation section, which is why this error managed to stay hidden.
#116046 fixed the buggy behavior, revealing the error in AnimationNodeAnimation.