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Backported form godot4: Respect disabled animation tracks - reduz
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@ -255,6 +255,10 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_ov
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setup_pass++;
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setup_pass++;
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for (int i = 0; i < a->get_track_count(); i++) {
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for (int i = 0; i < a->get_track_count(); i++) {
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if (!a->track_is_enabled(i)) {
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continue;
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}
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p_anim->node_cache.write[i] = NULL;
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p_anim->node_cache.write[i] = NULL;
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RES resource;
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RES resource;
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Vector<StringName> leftover_path;
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Vector<StringName> leftover_path;
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@ -878,6 +878,10 @@ void AnimationTree::_process_graph(float p_delta) {
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bool seeked = as.seeked;
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bool seeked = as.seeked;
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for (int i = 0; i < a->get_track_count(); i++) {
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for (int i = 0; i < a->get_track_count(); i++) {
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if (!a->track_is_enabled(i)) {
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continue;
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}
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NodePath path = a->track_get_path(i);
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NodePath path = a->track_get_path(i);
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ERR_CONTINUE(!track_cache.has(path));
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ERR_CONTINUE(!track_cache.has(path));
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