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Sign upfix: Rest state for animation needs to be controllable. #611
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| + F: Fn(Entity) -> Option<T>, | ||
| + { | ||
| + for entity in self.nodes.values() { | ||
| + if let None = states.get(*entity) { |
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jojolepro
Mar 28, 2018
Collaborator
just a preference, but when checking for none I prefer using
if states.get(*entity).is_none()
as this shows a little bit better the intent. Just my opinion, feel free to ignore.
jojolepro
Mar 28, 2018
Collaborator
just a preference, but when checking for none I prefer using
if states.get(*entity).is_none()
as this shows a little bit better the intent. Just my opinion, feel free to ignore.
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| @@ -339,8 +339,8 @@ mod tests { | ||
| match TextureData::from([0.25, 0.50, 0.75]) { | ||
| TextureData::Rgba(color, _) => { | ||
| assert_eq!(color, [0.25, 0.50, 0.75, 1.0]); | ||
| - }, | ||
| - _ => panic!("Expected [f32; 3] to turn into TextureData::Rgba") | ||
| + } |
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jojolepro
Mar 28, 2018
Collaborator
Maybe I should write more helpful messages than "hum" when I review. I was pointing out that the comma was removed, and implicitly asking if that was intended or not. I guess I'll work on communication a bit more :)
jojolepro
Mar 28, 2018
Collaborator
Maybe I should write more helpful messages than "hum" when I review. I was pointing out that the comma was removed, and implicitly asking if that was intended or not. I guess I'll work on communication a bit more :)
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jojolepro
Mar 29, 2018
Collaborator
if you are using the latest version, then I assume its fine and you can ignore this comment ;)
jojolepro
Mar 29, 2018
Collaborator
if you are using the latest version, then I assume its fine and you can ignore this comment ;)
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torkleyy
added
type: bug
status: ready
project: animation
labels
Apr 3, 2018
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torkleyy
Apr 3, 2018
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Reviewed 3 of 5 files at r1, 1 of 2 files at r2.
Review status: 4 of 5 files reviewed at latest revision, 2 unresolved discussions.
Comments from Reviewable
|
Reviewed 3 of 5 files at r1, 1 of 2 files at r2. Comments from Reviewable |
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|
bors r+ |
Rhuagh commentedMar 28, 2018
•
edited by torkleyy
Edited 1 time
-
torkleyy
edited Mar 28, 2018 (most recent)
Will now be set to the state of the base component on the first animation, unless it has already been set.
The previous solution caused the end state to become incorrect for staggered animatinos.
This change is