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Replace .bind(...).call_deferred() with .call_deferred(...)
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@@ -1711,7 +1711,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2_step_prepare(int p_step_offs
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OS::get_singleton()->get_main_loop()->process(0);
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// This is the key: process the frame and let all callbacks/updates/notifications happen
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// so everything (transforms, skeletons, etc.) is up-to-date visually.
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callable_mp(this, &AnimationPlayerEditor::_prepare_onion_layers_2_step_capture).bind(p_step_offset, p_capture_idx).call_deferred();
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callable_mp(this, &AnimationPlayerEditor::_prepare_onion_layers_2_step_capture).call_deferred(p_step_offset, p_capture_idx);
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return;
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} else {
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next_capture_idx++;
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