Fix AnimationPlayer redundantly signaling finish
Now it will emit only when actually going from not-finished-yet to finished, as has always been the case.
The bug was a side effect of a0a9363b7a
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d91464f217
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4a09b60af5
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@ -527,12 +527,14 @@ void AnimationPlayer::_animation_process_data(PlaybackData &cd, float p_delta, f
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if (!backwards && cd.pos <= len && next_pos == len /*&& playback.blend.empty()*/) {
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//playback finished
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end_notify = true;
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end_reached = true;
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end_notify = cd.pos < len; // Notify only if not already at the end
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}
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if (backwards && cd.pos >= 0 && next_pos == 0 /*&& playback.blend.empty()*/) {
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//playback finished
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end_notify = true;
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end_reached = true;
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end_notify = cd.pos > 0; // Notify only if not already at the beginning
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}
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}
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@ -676,24 +678,26 @@ void AnimationPlayer::_animation_process(float p_delta) {
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if (playback.current.from) {
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end_reached = false;
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end_notify = false;
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_animation_process2(p_delta);
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_animation_update_transforms();
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if (end_notify) {
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if (end_reached) {
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if (queued.size()) {
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String old = playback.assigned;
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play(queued.front()->get());
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String new_name = playback.assigned;
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queued.pop_front();
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end_notify = false;
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emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
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if (end_notify)
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emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
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} else {
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//stop();
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playing = false;
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_set_process(false);
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end_notify = false;
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emit_signal(SceneStringNames::get_singleton()->finished);
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if (end_notify)
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emit_signal(SceneStringNames::get_singleton()->finished);
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}
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end_reached = false;
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}
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} else {
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@ -953,7 +957,7 @@ void AnimationPlayer::play(const StringName &p_name, float p_custom_blend, float
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c.current.speed_scale = p_custom_scale;
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c.assigned = p_name;
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if (!end_notify)
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if (!end_reached)
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queued.clear();
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_set_process(true); // always process when starting an animation
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playing = true;
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@ -1291,7 +1295,7 @@ AnimationPlayer::AnimationPlayer() {
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cache_update_size = 0;
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cache_update_prop_size = 0;
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speed_scale = 1;
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end_notify = false;
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end_reached = false;
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animation_process_mode = ANIMATION_PROCESS_IDLE;
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processing = false;
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default_blend_time = 0;
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@ -187,6 +187,7 @@ private:
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List<StringName> queued;
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bool end_reached;
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bool end_notify;
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String autoplay;
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