Make keys deselected when keying property for animation to avoid crash
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@ -1922,10 +1922,12 @@ void AnimationPlayerEditorPlugin::_notification(int p_what) {
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}
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void AnimationPlayerEditorPlugin::_property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance) {
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if (!anim_editor->get_track_editor()->has_keying()) {
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AnimationTrackEditor *te = anim_editor->get_track_editor();
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if (!te || !te->has_keying()) {
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return;
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}
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anim_editor->get_track_editor()->insert_value_key(p_keyed, p_value, p_advance);
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te->_clear_selection();
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te->insert_value_key(p_keyed, p_value, p_advance);
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}
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void AnimationPlayerEditorPlugin::_transform_key_request(Object *sp, const String &p_sub, const Transform3D &p_key) {
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@ -153,9 +153,10 @@ void BoneTransformEditor::set_target(const String &p_prop) {
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void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
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AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
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if (!te->has_keying()) {
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if (!te || !te->has_keying()) {
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return;
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}
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te->_clear_selection();
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PackedStringArray split = p_path.split("/");
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if (split.size() == 3 && split[0] == "bones") {
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int bone_idx = split[1].to_int();
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