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Issue description:
PReviously on 3.1.1 when we change an animation in the editor the values from its keys weren't applied until we scroll (scrub?) the animation's cursor on the timeline, this was a very forgiving feature because it prevented the scene to take changes unless we wanted to.
Some animations work with values with the assumption that the default is different from the key's value. What I mean by that:
I have a ProgressBar, which by default should be hidden unless the animation that shows it starts playing. Currently, every time said animation is just selected the ProgressBar is made visible and I have to hide it again manually
This can cause some bugs, for instance, I have some nodes that have an active property, which by no means should be changed unless the time is right, which is when their animation is called. With the current way, they are made active when their animation is selected, note: just selected, not played. I had 3 bugs fixed in this regard and I can expect to have more.
Steps to reproduce:
Create a scene with some Node2Ds
Set some default values, for instance modulation, os visibility. These are the ideal "initial state" of your scene
Create some animations that play with these properties
Select (don't play) these animations
The text was updated successfully, but these errors were encountered:
Godot version:
3.2.alpha.official
OS/device including version:
Solus 4 Gnome 3.34.1
Issue description:
PReviously on 3.1.1 when we change an animation in the editor the values from its keys weren't applied until we scroll (scrub?) the animation's cursor on the timeline, this was a very forgiving feature because it prevented the scene to take changes unless we wanted to.
Some animations work with values with the assumption that the default is different from the key's value. What I mean by that:
I have a ProgressBar, which by default should be hidden unless the animation that shows it starts playing. Currently, every time said animation is just selected the ProgressBar is made visible and I have to hide it again manually
This can cause some bugs, for instance, I have some nodes that have an
active
property, which by no means should be changed unless the time is right, which is when their animation is called. With the current way, they are made active when their animation is selected, note: just selected, not played. I had 3 bugs fixed in this regard and I can expect to have more.Steps to reproduce:
The text was updated successfully, but these errors were encountered: