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Backwards animations with Engine.time_scale set skip the final (first) keyframe #57271
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I remember seeing an issue about this (also with forwards animations), but I can't find it right now. |
We're seeing this occur relatively frequently on forwards-playing animations on lower-powered devices, even with We have a lot of things in our project that wait on |
I can confirm the bug in current I couldn't reproduce it in |
I managed to narrow the bug affecting the forwards-playing animations in my project down to #26887, which has already been fixed in 3.4 and master. My comments about that can be ignored. For clarity's sake, the bug affecting backwards-playing animations in the reproducer has a different cause and continues to affect 3.4. |
I've reproduced the reverse-animation bug on 4.1.1-stable. The test scene contains an AnimationPlayer that autoplays an animation with some very closely-spaced keyframes. The animation plays forwards first, and when it finishes it is played backwards. Expected behavior:
Observed behavior:
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…kwards. godotengine#57271 (cherry picked from commit 1a52c0c)
Godot version
3.4.2-stable
System information
Ubuntu 16.04, GTX970 NVIDIA 384.130, with GLES3 backend
Issue description
In my project I find that AnimationPlayers sometimes (semi-randomly) skip the final keyframe of an animation. I think that this happening when
Engine.time_scale
is set (which I use to speed up battle animations).I've been able to create a reproducer for the cases where this happens for an animation that is playing backwards. Forwards animations also seem to be affected in my project, however I haven't been able to reproduce it in isolation.
Steps to reproduce
I expected both to end the same way regardless of the speed of playback.
Minimal reproduction project
time_scale_animation_player.zip
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