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AnimationPlayer resume animation by play() after pause() make call method track called function call again #86147

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rt9391 opened this issue Dec 14, 2023 · 6 comments · Fixed by #86227

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@rt9391
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rt9391 commented Dec 14, 2023

Tested versions

4.2.1.stable

System information

win11 godot 4.2.1.stable

Issue description

AnimationPlayer resumes animation by play() after a pause() make call method track called function call again
This does not happen in 4.1.3

Steps to reproduce

  1. make an animation with a call method track, calls a method at 1s.
  2. play the animation.
  3. wait till 1s is passed.
  4. pause it.
  5. resume animation by play(), the function called before the resume position will call again.

Minimal reproduction project (MRP)

teststeBUGANUM.zip

@rt9391
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rt9391 commented Dec 14, 2023

image
paseuresumbug

@rt9391 rt9391 closed this as completed Dec 14, 2023
@rt9391 rt9391 reopened this Dec 14, 2023
@rsubtil
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rsubtil commented Dec 15, 2023

Bisected to 7ed7ea5 (#85569), cc @TokageItLab

@AThousandShips
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AThousandShips commented Dec 15, 2023

Closing as a duplicate of:

See #85950 (comment), this is intentional

@AThousandShips AThousandShips marked this as a duplicate of #85950 Dec 15, 2023
@rt9391
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rt9391 commented Dec 16, 2023

Closing as a duplicate of:

See #85950 (comment), this is intentional

this is not a duplicate of it, that one repeatedly called method is at 0s, paused at 0, and resumed at 0 (Or just at 1s, which has been considered as the same key being processed at the end of the last play and the start of the next play).
In this case, the method is at 1s, paused after 1s, and resumed after 1s. Yet still being called.

@TheRedstoneScientist
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This is still an issue for me in 4.2.1

@AThousandShips
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It hasn't been fixed in 4.2.1, it will be in 4.2.2 though! Please confirm with 4.2.2.rc1

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5 participants