Silc Lizard (Tokage) Renew
Silc Lizard (Tokage) Renew
@CrayolaEater The change in current state of the StateMachine is tied to AnimationStateMachinePlayback, not to AnimationTree, so the signal should be fired by neither `AnimationTree` nor `AnimationNodeStateMachine`[^1], but by `AnimationStateMachinePlayback`....
Basis does not need to be checked since basis allows skew and basis animation is not using slerp. But Transform3D/2D can be checked, I will check it.
@fire - Transform2D seems not to need the check since the slerp is hard-coded within Transform2D and no error occurs in it - Transform3D does implicit orthogonalization, but in the...
> nan and infinities Those invalid values will be prevented from being keyed due to errors at a previous step of the keying process. Can they be keyed when keying...
There is a problem with the path checking of subpaths, I'm fixing...
Okay fixed. Checking path needs to use `has_node()`, not `has_node_and_resource()`.
Well yes. Honestly, I am not so much in favor of hiding these errors. We should be a bit more cautious.
Apart from this option, I think https://github.com/godotengine/godot/pull/68998 can be approved in one case. It seems to be consistent in behavior with AnimationPlayer.
Duplicate of #70588
Now that #71770 has been merged, it may be worth re-applying the two commits that were Reverted in #70909, if the issue in #70914 does not occur again.