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Issue description:
If you have 2 animations in a AnimatedSprite (2D) with the same FPS value, and you try to change the FPS of one of them, and then you click in the second one, then the FPS change is wrongly applied to second one.
If the animations do not have the same FPS value them the change is omitted/discarded and both animations preserve the original value.
Can I take this on as my first issue here?
I think I'd be tweaking this function so that before reassigning edited_anim to the newly selected animation, I would check if the current edited_anim's FPS value has changed and call _animation_fps_changed with the new value if so.
I could also do anim_speed->release_focus(), but since _update_library changes anim_speed before the focus_exited signal gets processed that won't work unless I defer the call to _update_library and the change to edited_anim.
Not sure which way would be better or if it makes much of a difference in the end?
I did it the first way I mentioned, without release_focus, since I wasn't sure how to defer the change of edited_anim, but if anyone thinks that'd work better, I can change it.
Godot version:
3.1-RC3
OS/device including version:
Windows 10
Issue description:
If you have 2 animations in a AnimatedSprite (2D) with the same FPS value, and you try to change the FPS of one of them, and then you click in the second one, then the FPS change is wrongly applied to second one.
If the animations do not have the same FPS value them the change is omitted/discarded and both animations preserve the original value.
Steps to reproduce:
Minimal reproduction project:
Test.zip
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