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Change reset timing of the AnimationMixer and Skeleton on save
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@@ -1889,11 +1889,12 @@ void EditorNode::_save_scene(String p_file, int idx) {
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return;
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}
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List<Pair<AnimationMixer *, Ref<AnimatedValuesBackup>>> anim_backups;
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_reset_animation_mixers(scene, &anim_backups);
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scene->propagate_notification(NOTIFICATION_EDITOR_PRE_SAVE);
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editor_data.apply_changes_in_editors();
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List<Pair<AnimationMixer *, Ref<AnimatedValuesBackup>>> anim_backups;
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_reset_animation_mixers(scene, &anim_backups);
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save_default_environment();
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_save_editor_states(p_file, idx);
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@@ -327,6 +327,12 @@ void Skeleton3D::_notification(int p_what) {
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update_flags = UPDATE_FLAG_POSE;
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_notification(NOTIFICATION_UPDATE_SKELETON);
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} break;
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#ifdef TOOLS_ENABLED
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case NOTIFICATION_EDITOR_PRE_SAVE: {
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force_update_all_dirty_bones();
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emit_signal(SceneStringName(skeleton_updated));
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} break;
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#endif // TOOLS_ENABLED
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case NOTIFICATION_UPDATE_SKELETON: {
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// Update bone transforms to apply unprocessed poses.
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force_update_all_dirty_bones();
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