| Commit message (Collapse) | Author | Age | Files | Lines |
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(cherry picked from commit 65b7791263e8e20f83b6b7fbfd30329a0e4e9a4f)
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(cherry picked from commit 4a4f2479146aa33e235ed57cde311efda68d3c8f)
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If the node had a 3D Transform, the transform would always get written,
even if the tracks on that node were supposed to be value tracks.
(cherry picked from commit 2fa200ff5380d03bf3f581c00ef202729983423f)
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(cherry picked from commit 2e1b1234a339e5aa651b6462fe03461c65c98bc4)
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Always call _process_node on all three inputs so that looped animations
don't get out of sync.
(cherry picked from commit b79351aa455f0c16144f4f148fad7ba8be94049f)
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Variant:
- zero() sets a Variant to the appropriate type of zero value
- blend() blends part of one Variant on top of another.
(cherry picked from commit 391ce81c5ea037ffcbc525434673f4edd55a7d7e)
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When AnimationTreePlayer switches to new animation it never
seeks it to 0 which leads to problems with non-looping animations being
played just once.
This patch is direct approach fixing this problem.
It handles most common cases of occurance.
Closes #2199
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-fixed randon button when editing menubutton #1079
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- Changed node_get_input_sourcre to node_get_input_source
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
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