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Refactor AnimationStateMachine transition processes #75111

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@TokageItLab TokageItLab commented Mar 19, 2023

Remove the StateMachine grouping feature for now

Fading is now correctly cleared when teleportation occurs during fading

If there is nothing to play in the next State, that State is now skipped

Add p_test_only option to blend_node() to fix a bug that caused glitching on the first frame

  • The bug was caused by blending stacks. For example, when the same State was executed with blend amount 0 (for just retrieving remain time) and 1, the blend amount would be twice the value of one of the processes by overwriting wrong value to already existed blend amount on the blending stack, because the process that already existed on the blending stack could only have one amount value per reference (means AnimationNode), fixed. (This bug was mentioned somewhere, but I forget where)

@TokageItLab TokageItLab added this to the 4.1 milestone Mar 19, 2023
@TokageItLab TokageItLab requested review from a team as code owners March 19, 2023 17:55
@TokageItLab TokageItLab force-pushed the sub-state-machine branch 6 times, most recently from 9393677 to f66bf73 Compare March 25, 2023 02:25
@TokageItLab TokageItLab force-pushed the sub-state-machine branch 3 times, most recently from 3bf6329 to 928c791 Compare March 26, 2023 23:59
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Superseded by #75759.

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Resetting the animation during the Xfade produced a strange condition
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