diff --git a/doc/classes/AnimationTrackEditPlugin.xml b/doc/classes/AnimationTrackEditPlugin.xml deleted file mode 100644 index 34f18b29893..00000000000 --- a/doc/classes/AnimationTrackEditPlugin.xml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - - - - - diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py index 8a8f421f4d1..95022399a3c 100755 --- a/doc/tools/make_rst.py +++ b/doc/tools/make_rst.py @@ -86,7 +86,6 @@ CLASS_GROUPS_BASE: Dict[str, str] = { } # Sync with editor\register_editor_types.cpp EDITOR_CLASSES: List[str] = [ - "AnimationTrackEditPlugin", "FileSystemDock", "ScriptCreateDialog", "ScriptEditor", diff --git a/editor/register_editor_types.cpp b/editor/register_editor_types.cpp index 724d435f68e..1c75f86f7cc 100644 --- a/editor/register_editor_types.cpp +++ b/editor/register_editor_types.cpp @@ -30,7 +30,6 @@ #include "register_editor_types.h" -#include "editor/animation_track_editor.h" #include "editor/debugger/debug_adapter/debug_adapter_server.h" #include "editor/editor_command_palette.h" #include "editor/editor_feature_profile.h" @@ -144,7 +143,6 @@ void register_editor_types() { GDREGISTER_CLASS(EditorInspector); GDREGISTER_CLASS(EditorInspectorPlugin); GDREGISTER_CLASS(EditorProperty); - GDREGISTER_CLASS(AnimationTrackEditPlugin); GDREGISTER_CLASS(ScriptCreateDialog); GDREGISTER_CLASS(EditorFeatureProfile); GDREGISTER_CLASS(EditorSpinSlider); diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 7f98bc1c98e..5ba861dc06f 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -860,7 +860,7 @@ double AnimationNodeStateMachinePlayback::_process(const String &p_base_path, An // Find next and see when to transition. _transition_to_next_recursive(tree, p_state_machine, p_test_only); - // Predict reamin time. + // Predict remaining time. double remain = rem; // If we can't predict the end of state machine, the time remaining must be INFINITY. if (p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED) {