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authorJuan Linietsky <reduzio@gmail.com>2018-08-27 13:04:02 -0300
committerGitHub <noreply@github.com>2018-08-27 13:04:02 -0300
commit02d2676dc9ad8094a22337a1c1bd74bc37ebb39c (patch)
tree5e551947b2a964bed4387661d8772151a68e523c /scene
parent1fe6ad6a9deac8899fc5eb09d839ba8bc0432a88 (diff)
parent6714f73d9e2bbe71128c45bfc03f6ba02c329cb3 (diff)
Merge pull request #21405 from SneakyMax/fix-animation-condition-advancing
Fix advancing based on condition in AnimationNodeStateMachinePlayback
Diffstat (limited to 'scene')
-rw-r--r--scene/animation/animation_node_state_machine.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index 09c36eb081..a71bacd3f6 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -390,7 +390,7 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
auto_advance = true;
}
- if (sm->transitions[i].from == current && sm->transitions[i].transition->has_auto_advance()) {
+ if (sm->transitions[i].from == current && auto_advance) {
if (sm->transitions[i].transition->get_priority() < priority_best) {
auto_advance_to = i;