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Determine break_loop_at_end 1 frame earlier using prediction by delta #94858

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merged 1 commit into from
Jul 28, 2024

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@TokageItLab TokageItLab commented Jul 28, 2024

Make the break_loop_at_end decision one frame earlier.

Currently, break_loop_at_end returned remain 0 "after looped", using the is_just_looped flag, resulting in a slight delay, causing problems such as unintended processing of the first frame.

Instead of the is_just_looped flag, the will_end flag should be managed by a delta-based prediction. Using that, only if a loop is set up, the end frame of the animation (since it would be identical to the first frame as described in #94768 (comment)) would be exited without processing.

Also fixed lack of consideration of delta when searching for transitions.

@TokageItLab TokageItLab added this to the 4.3 milestone Jul 28, 2024
@TokageItLab TokageItLab requested a review from a team as a code owner July 28, 2024 05:56
@TokageItLab TokageItLab force-pushed the early-break-loop-at-end branch from b73531c to 4de79fe Compare July 28, 2024 06:55
@akien-mga akien-mga changed the title Determine break_loop_at_end 1 frame earlier using prediction by delta Determine break_loop_at_end 1 frame earlier using prediction by delta Jul 28, 2024
@akien-mga akien-mga merged commit 7aba10b into godotengine:master Jul 28, 2024
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Thanks!

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