Fix/improve AnimationPlayer blending logic
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@ -583,35 +583,26 @@ void AnimationPlayer::_animation_process2(float p_delta) {
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Playback &c=playback;
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float prev_blend=1.0;
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accum_pass++;
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int pop_count=1;
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int pop=0; // if >0, then amount of elements to pop from the back
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_animation_process_data(c.current,p_delta,1.0f);
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for (List<Blend>::Element *E=c.blend.back();E;E=E->prev(),pop_count++) {
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List<Blend>::Element *prev = NULL;
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for (List<Blend>::Element *E=c.blend.back();E;E=prev) {
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Blend& b=E->get();
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_animation_process_data(b.data,p_delta,prev_blend);
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prev_blend=1.0-b.blend_left/b.blend_time;
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float blend=b.blend_left/b.blend_time;
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_animation_process_data(b.data,p_delta,blend);
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b.blend_left-=Math::absf(speed_scale*p_delta);
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prev = E->prev();
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if (b.blend_left<0) {
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pop=pop_count;
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c.blend.erase(E);
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}
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}
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while(pop--) {
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c.blend.pop_back();
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}
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_animation_process_data(c.current,p_delta,prev_blend);
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}
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