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Fix AnimationNode's branching by custom timeline usage#119980

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Repiteo merged 1 commit into
godotengine:masterfrom
TokageItLab:anim-time
Jun 2, 2026
Merged

Fix AnimationNode's branching by custom timeline usage#119980
Repiteo merged 1 commit into
godotengine:masterfrom
TokageItLab:anim-time

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@TokageItLab TokageItLab commented Jun 2, 2026

What problem(s) does this PR solve?

Since the default value for stretch_time_scale is true, the code would check it even when use_custom_timeline was disabled, causing it to use an uninitialized timeline_length in the speed calculation. Fixed the check. cc @chocola-mint

Since the default value for timeline_length is 1.0 seconds, issues arise with animations that do not exactly 1.0 second duration. I didn’t notice this in #119871 test because the test used animations with 1.0 seconds duration. If we’re creating tests, we should include animations that do not 1.0 seconds duration.

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@Repiteo Repiteo merged commit 4d3bfd2 into godotengine:master Jun 2, 2026
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Repiteo commented Jun 2, 2026

Thanks!

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AnimationTree: The Animations play at high speed

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