Bug fixes

- Animation keys should be better synced with the animation (fewer instance of missing keys)
- Copied keyframes and cloned stages should no longer be linked to each other
-If you delete the first keyframe in a clip, instead of denying you, it will reset the associated actor it to its default starting position
- You can now move keyframes over the first one in a clip and override it. If less than two keys remain, new keys will be generated to a minimum of a two
- Fixed error when cycling through actor body parts
This commit is contained in:
AbstractConcept 2022-11-05 23:03:51 -05:00
parent 39f771a720
commit 23f8d8cfec
85 changed files with 192 additions and 142 deletions

View file

@ -18,6 +18,10 @@ namespace RimWorldAnimationStudio
{
EventsManager.onActorBodyPartSelected.AddListener(delegate(ActorBodyPart bodyPart) { OnActorBodyPartSelected(bodyPart); });
EventsManager.onActorBodySelected.AddListener(delegate(ActorBody actorBody) { OnActorBodySelected(actorBody); });
EventsManager.onActorIDChanged.AddListener(delegate {
if (Workspace.ActorID == actorID)
{ EventsManager.OnActorBodySelected(this); }
});
if (Workspace.ActorID == actorID)
{ Activate(); }