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Fix StateMachine transition Sync not working on looped animations #84586

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@wagnerfs wagnerfs commented Nov 7, 2023

Fixes #79505

Also properly shows the statemachine node progress on looped animations (originally static and constantly maxed out)

@wagnerfs wagnerfs requested a review from a team as a code owner November 7, 2023 17:36
@AThousandShips AThousandShips added this to the 4.3 milestone Nov 7, 2023
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You have spaces instead of tabs for indentation, you will need to fix this

@@ -178,7 +178,7 @@ double AnimationNodeAnimation::_process(const AnimationMixer::PlaybackInfo p_pla
}
set_parameter(time, cur_time);

return is_looping ? HUGE_LENGTH : anim_size - cur_time;
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We explained in #82089 that this change is currently inacceptable. This revision is being worked on as godotengine/godot-proposals#8083.

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To be fair, I absolutelly agree animationtree/node needs reworking, this PR is basically a makedo with what I got.

It's worth mentioning though, kinda like SkeletonIK3D, while reworking is mandatory, we do need something to work with when possible, after reading the proposal I understand my PR may cause more trouble than benefits, but I do hope we get something to work with in the meantime while animationtree gets reworked

@TokageItLab TokageItLab removed this from the 4.3 milestone Nov 8, 2023
@YuriSizov YuriSizov added this to the 4.x milestone Nov 15, 2023
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Superseded by #87171. Thanks for the contribution!

@akien-mga akien-mga closed this Mar 23, 2024
@AThousandShips AThousandShips removed this from the 4.x milestone Mar 24, 2024
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StateMachine transition Sync not working when using looped animations
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