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Reimplement ping-pong animation and reverse playback #53819

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merged 1 commit into from
Nov 9, 2021

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TokageItLab
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@TokageItLab TokageItLab commented Oct 14, 2021

This is a resend of #48332.

Once approved before, but temporarily reverted due to conflicts with a huge overhaul of the animation features.

Until that overhaul is finished, it will be left as a draft PR to check and resolve conflicts.

Bugsquad edit: Fixes #50636. Fixes #54619. Supersedes #51576.

@Calinou Calinou added this to the 4.0 milestone Oct 14, 2021
@TokageItLab TokageItLab force-pushed the re-implement-ping-pong branch 4 times, most recently from af17bc3 to 6a0a459 Compare October 15, 2021 16:39
@mhilbrunner
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Seems that overhaul has largely finished, just FYI :)

@TokageItLab TokageItLab marked this pull request as ready for review November 2, 2021 14:04
@TokageItLab TokageItLab requested review from a team as code owners November 2, 2021 14:04
@TokageItLab TokageItLab marked this pull request as draft November 2, 2021 14:05
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fire commented Nov 2, 2021

Ah it's not ready yet, I was pinged.

@TokageItLab TokageItLab force-pushed the re-implement-ping-pong branch from 6a0a459 to 953a7bc Compare November 3, 2021 04:39
@TokageItLab TokageItLab marked this pull request as ready for review November 3, 2021 04:39
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TokageItLab commented Nov 3, 2021

@reduz @fire Rebased. I did a quick test using a previous project but Blendshape and compressed tracks were not tested (for some reason, the mesh instance with Blendshape crashes, and I don't know much about compression tracks in terms of how they are generated), but I believe that the code seems to be fine.

ping-pong_demo_re.zip

@akien-mga akien-mga merged commit 06a33e5 into godotengine:master Nov 9, 2021
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Thanks!

@magian1127
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Can fix the bug of 3.X?

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TokageItLab commented Nov 10, 2021

We need to cherry-pick #51576 to fix #50636 and #54619. Ping @timothyqiu.

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Ah, I tested those issues and they were resolved by this PR. I thought this would be backported... Should I reopen my PR?

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TokageItLab commented Nov 10, 2021

This PR is large, so it is difficult to backport it. In particular, loop_mode has been changed the type bool to int, so it is incompatible and old animation file needs to be migrated. I think it is better to leave it to the 4.x migrator than to lose compatibility within 3.x.

So, smaller fixes should be cherry-picked separately for 3.x.

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