Unexpose AnimationTrackEditPlugin as not implemented
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@ -1,9 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationTrackEditPlugin" inherits="RefCounted" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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</class>
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@ -86,7 +86,6 @@ CLASS_GROUPS_BASE: Dict[str, str] = {
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}
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}
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# Sync with editor\register_editor_types.cpp
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# Sync with editor\register_editor_types.cpp
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EDITOR_CLASSES: List[str] = [
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EDITOR_CLASSES: List[str] = [
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"AnimationTrackEditPlugin",
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"FileSystemDock",
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"FileSystemDock",
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"ScriptCreateDialog",
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"ScriptCreateDialog",
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"ScriptEditor",
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"ScriptEditor",
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@ -30,7 +30,6 @@
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#include "register_editor_types.h"
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#include "register_editor_types.h"
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#include "editor/animation_track_editor.h"
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#include "editor/debugger/debug_adapter/debug_adapter_server.h"
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#include "editor/debugger/debug_adapter/debug_adapter_server.h"
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#include "editor/editor_command_palette.h"
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#include "editor/editor_command_palette.h"
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#include "editor/editor_feature_profile.h"
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#include "editor/editor_feature_profile.h"
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@ -144,7 +143,6 @@ void register_editor_types() {
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GDREGISTER_CLASS(EditorInspector);
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GDREGISTER_CLASS(EditorInspector);
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GDREGISTER_CLASS(EditorInspectorPlugin);
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GDREGISTER_CLASS(EditorInspectorPlugin);
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GDREGISTER_CLASS(EditorProperty);
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GDREGISTER_CLASS(EditorProperty);
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GDREGISTER_CLASS(AnimationTrackEditPlugin);
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GDREGISTER_CLASS(ScriptCreateDialog);
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GDREGISTER_CLASS(ScriptCreateDialog);
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GDREGISTER_CLASS(EditorFeatureProfile);
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GDREGISTER_CLASS(EditorFeatureProfile);
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GDREGISTER_CLASS(EditorSpinSlider);
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GDREGISTER_CLASS(EditorSpinSlider);
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@ -860,7 +860,7 @@ double AnimationNodeStateMachinePlayback::_process(const String &p_base_path, An
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// Find next and see when to transition.
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// Find next and see when to transition.
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_transition_to_next_recursive(tree, p_state_machine, p_test_only);
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_transition_to_next_recursive(tree, p_state_machine, p_test_only);
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// Predict reamin time.
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// Predict remaining time.
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double remain = rem; // If we can't predict the end of state machine, the time remaining must be INFINITY.
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double remain = rem; // If we can't predict the end of state machine, the time remaining must be INFINITY.
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if (p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED) {
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if (p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED) {
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