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Vulkan API 1.2.231 - Forward Mobile - Using Vulkan Device #0: Apple - Apple M1 Max
Issue description
When changing a specific animation (eg. animation_a) FPS if you click on another animation name (eg. animation_b), the new FPS value is assigned to both animations.
Steps to reproduce
Create two animations
Select one animation
Click on FPS input and change to a new value
Click on another animation name
Now both animation with have the same FPS value.
Screen.Recording.2023-07-13.at.18.30.04.mov
Minimal reproduction project
Doesn't need a specific project, just create a new project and a new AnimatedSprite2D and assign new sprite frames and follow above steps.
The text was updated successfully, but these errors were encountered:
I am trying to solve this bug and the the relevant class is SpriteFramesEditor defined in the file sprite_frames_editor_plugin.h.
The problem is due to a value_changed signal emitted with the old value of the anim_speed field.
For some reason this signal is emitted after the _updated_library function is executed but still with the old value, but I can't find out what is triggering this signal. If anyone has an idea why this is the case, I would appreciate an explanation.
Godot version
v4.1.stable.official.970459615
System information
Vulkan API 1.2.231 - Forward Mobile - Using Vulkan Device #0: Apple - Apple M1 Max
Issue description
When changing a specific animation (eg. animation_a) FPS if you click on another animation name (eg. animation_b), the new FPS value is assigned to both animations.
Steps to reproduce
Screen.Recording.2023-07-13.at.18.30.04.mov
Minimal reproduction project
Doesn't need a specific project, just create a new project and a new AnimatedSprite2D and assign new sprite frames and follow above steps.
The text was updated successfully, but these errors were encountered: