Fix bug in animationplayer editor not using subproperties properly
Fixes #19448
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@ -2972,12 +2972,12 @@ PropertyInfo AnimationTrackEditor::_find_hint_for_track(int p_idx, NodePath &r_b
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if (res.is_valid()) {
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property_info_base = res;
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if (r_current_val) {
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*r_current_val = res->get(leftover_path[leftover_path.size() - 1]);
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*r_current_val = res->get_indexed(leftover_path);
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}
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} else if (node) {
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property_info_base = node;
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if (r_current_val) {
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*r_current_val = node->get(leftover_path[leftover_path.size() - 1]);
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*r_current_val = node->get_indexed(leftover_path);
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}
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}
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@ -3011,31 +3011,31 @@ static Vector<String> _get_bezier_subindices_for_type(Variant::Type p_type, bool
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subindices.push_back("");
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} break;
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case Variant::VECTOR2: {
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subindices.push_back(".x");
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subindices.push_back(".y");
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subindices.push_back(":x");
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subindices.push_back(":y");
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} break;
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case Variant::VECTOR3: {
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subindices.push_back(".x");
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subindices.push_back(".y");
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subindices.push_back(".z");
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subindices.push_back(":x");
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subindices.push_back(":y");
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subindices.push_back(":z");
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} break;
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case Variant::QUAT: {
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subindices.push_back(".x");
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subindices.push_back(".y");
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subindices.push_back(".z");
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subindices.push_back(".w");
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subindices.push_back(":x");
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subindices.push_back(":y");
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subindices.push_back(":z");
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subindices.push_back(":w");
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} break;
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case Variant::COLOR: {
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subindices.push_back(".r");
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subindices.push_back(".g");
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subindices.push_back(".b");
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subindices.push_back(".a");
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subindices.push_back(":r");
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subindices.push_back(":g");
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subindices.push_back(":b");
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subindices.push_back(":a");
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} break;
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case Variant::PLANE: {
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subindices.push_back(".x");
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subindices.push_back(".y");
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subindices.push_back(".z");
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subindices.push_back(".d");
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subindices.push_back(":x");
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subindices.push_back(":y");
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subindices.push_back(":z");
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subindices.push_back(":d");
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} break;
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default: {
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if (r_valid) {
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@ -3246,31 +3246,19 @@ void AnimationTrackEditor::_update_tracks() {
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if (root && root->has_node_and_resource(path)) {
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RES res;
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NodePath base_path;
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Vector<StringName> leftover_path;
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Node *node = root->get_node_and_resource(path, res, leftover_path, true);
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PropertyInfo pinfo = _find_hint_for_track(i, base_path);
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Object *object = node;
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if (res.is_valid()) {
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object = res.ptr();
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} else {
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object = node;
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}
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if (object && !leftover_path.empty()) {
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//not a property (value track?)
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PropertyInfo pinfo;
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pinfo.name = leftover_path[leftover_path.size() - 1];
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//now let's see if we can get more info about it
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List<PropertyInfo> plist;
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object->get_property_list(&plist);
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (E->get().name == leftover_path[leftover_path.size() - 1]) {
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pinfo = E->get();
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break;
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}
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if (pinfo.name.empty()) {
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pinfo.name = leftover_path[leftover_path.size() - 1];
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}
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for (int j = 0; j < track_edit_plugins.size(); j++) {
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@ -331,11 +331,7 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
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if (!p_anim->node_cache[i]->bezier_anim.has(a->track_get_path(i).get_concatenated_subnames())) {
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TrackNodeCache::BezierAnim ba;
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String path = leftover_path[leftover_path.size() - 1];
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Vector<String> index = path.split(".");
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for (int j = 0; j < index.size(); j++) {
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ba.bezier_property.push_back(index[j]);
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}
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ba.bezier_property = leftover_path;
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ba.object = resource.is_valid() ? (Object *)resource.ptr() : (Object *)child;
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ba.owner = p_anim->node_cache[i];
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