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Rework StateMachine and nested StateMachine process
Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
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committed by
Silc Lizard (Tokage) Renew
parent
a7d0e18a31
commit
991e6e90ba
@@ -66,11 +66,6 @@ void AnimationTreeEditor::edit(AnimationTree *p_tree) {
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Vector<String> path;
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if (tree) {
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if (tree->has_meta("_tree_edit_path")) {
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path = tree->get_meta("_tree_edit_path");
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} else {
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current_root = ObjectID();
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}
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edit_path(path);
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}
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}
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