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AnimationTree parameter overhaul #53691
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AnimationTree parameter overhaul #53691
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if (transition_lines[i].mode != state_machine->get_transition(tidx)->get_switch_mode()) { | ||
state_machine_draw->update(); | ||
break; | ||
} | ||
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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
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…ed custom_parameters
…r, as well as naming their displays in the nodes themselves.
…tionNodes. Rename VariantType to Parameter type and place in AnimationNode. Fix Parameter type enum definition. Change advance comparison value property when parameter type is changed.
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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)