Fix AnimationTree function call track loop #51576
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Fixes #50636.
If the animation does not loop, delta time should be set to zero if we're already at the end of the animation.
I'm pretty sure this fixes the cause of the issue. But I'm not 100% sure there is no other code that depends on the old behavior, it's odd that a stopped animation would revisit a method call keyframe repeatedly though.
For
3.x
, this is basically the same except that time usesfloat
instead ofdouble
.