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AnimationTree parameter overhaul #53691

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Ongoing draft implementation on migrating AnimationTree's parameter system to be able to support a blackboard style approach to parameter assignment and reuse. More details can be found in the proposal here (godotengine/godot-proposals#3352)

@SaracenOne SaracenOne requested a review from a team as a code owner October 12, 2021 02:25
@SaracenOne SaracenOne marked this pull request as draft October 12, 2021 02:29

if (transition_lines[i].mode != state_machine->get_transition(tidx)->get_switch_mode()) {
state_machine_draw->update();
break;
}

bool acstate = transition_lines[i].advance_condition_name != StringName() && bool(AnimationTreeEditor::get_singleton()->get_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + String(transition_lines[i].advance_condition_name)));
//bool acstate = transition_lines[i].advance_condition_name != StringName() && bool(AnimationTreeEditor::get_singleton()->get_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + String(transition_lines[i].advance_condition_name)));
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Code that is not used should be deleted.

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Yeah, mostly just keeping it there is a pseudo todo, since I'm still very heavily figuring out how to adapt everything to the new system

@SaracenOne SaracenOne force-pushed the animation_tree_parameter_overhaul branch from 755e3cc to 18587e7 Compare October 22, 2021 14:31
@YuriSizov YuriSizov modified the milestones: 4.0, 4.1 Feb 9, 2023
@YuriSizov YuriSizov modified the milestones: 4.1, 4.x Jun 14, 2023
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4 participants