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Tween.is_active() always true after tween.stop() and then tween.start() #39760
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Confirmed in 3.2.2 RC 3 (1468c0b). |
Just leaving this here as a note to myself, or to anyone else that may try and fix this In the engine source, godot/scene/animation/tween.cpp Lines 801 to 804 in a662b85
Notice that the signal |
I would like to work on this issue if there nobody |
bug with Tween.is_active, fixes #39760
(cherry picked from commit d60617d)
Thanks a lot for your efforts to fix this issue but the commited fix in 3.2.3 RC1 introduce another bug : #40679 |
I think the issue should be re-opened with the above revert of 8ef40b9 commit. |
No because the issue is still fixed in the |
(cherry picked from commit d60617d)
This reverts commit 8ef40b9.
Godot version:3.2
OS/device including version: Several OS (Win10 / MacOS)
Issue description:
Tween never gets finished when tween.start() is called after tween.stop() without calling tween.resume()
Steps to reproduce:
Start() a tween.
is_active() become true (normal)
Stop() the tween before it finished.
is_active() become false (normal)
Start() the tween again.
is_active() become true (normal)
but in this case when the tween is over, it never switch is_active() to false.
Completed events are not fired.
Minimal reproduction project:
tween_bug.zip
The text was updated successfully, but these errors were encountered: