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Ensure clear_animation_instances() after blending frame result#114458

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akien-mga merged 1 commit intogodotengine:masterfrom
TokageItLab:clear-anim-frame-after-apply
Jan 6, 2026
Merged

Ensure clear_animation_instances() after blending frame result#114458
akien-mga merged 1 commit intogodotengine:masterfrom
TokageItLab:clear-anim-frame-after-apply

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Discard animation instances at an earlier stage than currently. They become removable after blending.

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@lyuma lyuma left a comment

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I see the animation_finished signal is emitted from AnimationPlayer::_blend_post_process(), so this fixes cases where the AnimationPlayer is affected by signal callbacks from animations. I think this fix looks good for the animation_finished signal -> advance() case.

Note: TYPE_METHOD tracks are called in AnimationMixer::_blend_process (unless deferred mode is being used), and _blend_process happens before the moved line, so this PR will not solve cases where the user advances the animation player from inside a call method track (unless they enable deferred mode)

@lyuma lyuma moved this from Ready for review to Approved, Waiting for Production in Animation Team Issue Triage Jan 6, 2026
@akien-mga akien-mga merged commit 6be8eb9 into godotengine:master Jan 6, 2026
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@github-project-automation github-project-automation bot moved this from Approved, Waiting for Production to Done in Animation Team Issue Triage Jan 6, 2026
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Thanks!

rivie13 pushed a commit to rivie13/Phoenix-Agentic-Engine that referenced this pull request Feb 16, 2026
…me-after-apply

Ensure `clear_animation_instances()` after blending frame result
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"Call method" track repeats the call if manually advanced after the animation has already finished

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