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Fix wrong AnimationStateMachine process for end of fading #70572

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merged 1 commit into from
Jan 3, 2023

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TokageItLab
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@TokageItLab TokageItLab commented Dec 25, 2022

Fixes #70536
Follow up #70278

The proper implementation is not to change the blend value threshold of the fade, but to change the order of the fade termination process.

@TokageItLab TokageItLab added this to the 4.0 milestone Dec 25, 2022
@TokageItLab TokageItLab requested a review from a team as a code owner December 25, 2022 23:31
@TokageItLab TokageItLab changed the title Fix StateMachine end of fading condition Fix AnimationStateMachine condition for end of fading Dec 25, 2022
@TokageItLab TokageItLab changed the title Fix AnimationStateMachine condition for end of fading Fix AnimationStateMachine condition for end of fading Dec 25, 2022
@TokageItLab TokageItLab force-pushed the fix-statemachine-fade branch 3 times, most recently from 1ee36dc to 0944522 Compare December 26, 2022 04:06
@TokageItLab TokageItLab changed the title Fix AnimationStateMachine condition for end of fading Fix wrong AnimationStateMachine process for end of fading Dec 26, 2022
@NathanLovato
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I just tested it with our projects, and it does fix the player characters' state machines. Thanks!

@Remi123
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Remi123 commented Dec 28, 2022

I've tested this fix, and it seems to solve my issues mentioned in the issue 70536.
Thank you.

@akien-mga akien-mga merged commit c527942 into godotengine:master Jan 3, 2023
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Thanks!

@TokageItLab TokageItLab deleted the fix-statemachine-fade branch February 14, 2024 05:30
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Animation: StateMachine's fading doesn't finish correctly [Godot 4 beta 10]
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