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Tween.stop_all() not canceling a currently running property interpolation #51915

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gramozilho opened this issue Aug 20, 2021 · 4 comments
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@gramozilho
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Godot version

3.4.beta3

System information

Windows 10

Issue description

$Tween.stop_all() does not cancel a running interpolation.

Example.
In the minimal reproduction project pressing the up/down keys triggers movement up or down and updates the Label accordingly.

Happens with Control, PanelContainer and Sprite nodes.

In version 3.3.2.stable the $Tween.stop_all() behaves as expected.

Steps to reproduce

  • Tween the position of a control-like node for a few seconds.
  • Interrupt with a $Tween.stop_all() and interpolate to another value.
  • The control-like now will complete the second interpolation and the resume the initial tween.

Minimal reproduction project

TweenTest.zip

@kleonc
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kleonc commented Aug 20, 2021

Most likely caused by the fix in #47142.

@gramozilho Seems like you want to use remove_all method instead of stop_all method.

@gramozilho
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@kleonc this solves it! should I close the issue?

@kleonc
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kleonc commented Aug 21, 2021

If both behavior and docs are fine then feel free to close it. I'm not sure if anything here needs to be clarified in the docs. 🤔

@Calinou
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Calinou commented Aug 21, 2021

Closing per @kleonc's comment.

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