Use the blend parameter passed to blend_animation during graph processing
(cherry picked from commit 01bd1b33c7
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@ -852,6 +852,7 @@ void AnimationTree::_process_graph(float p_delta) {
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Ref<Animation> a = as.animation;
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float time = as.time;
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float delta = as.delta;
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float weight = as.blend;
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bool seeked = as.seeked;
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for (int i = 0; i < a->get_track_count(); i++) {
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@ -872,7 +873,7 @@ void AnimationTree::_process_graph(float p_delta) {
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ERR_CONTINUE(blend_idx < 0 || blend_idx >= state.track_count);
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float blend = (*as.track_blends)[blend_idx];
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float blend = (*as.track_blends)[blend_idx] * weight;
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if (blend < CMP_EPSILON)
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continue; //nothing to blend
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