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-rw-r--r--scene/animation/animation_node_state_machine.cpp2
-rw-r--r--scene/resources/material.cpp2
2 files changed, 2 insertions, 2 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;
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index b6d1916b2c..4727526b68 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -924,7 +924,7 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal);\n";
+ code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
}