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

@ -58,6 +58,8 @@ namespace RimWorldAnimationStudio
else
{
Workspace.GetCurrentAnimationStage().ResizeStageWindow(newStageWindowSize);
foreach (PawnAnimationClip clip in Workspace.GetCurrentAnimationStage().AnimationClips)
{
List<PawnKeyframe> keyframes = clip.Keyframes.Where(x => x.atTick > newStageWindowSize)?.ToList();
@ -75,7 +77,6 @@ namespace RimWorldAnimationStudio
}
}
Workspace.GetCurrentAnimationStage().ResizeStageWindow(newStageWindowSize);
Workspace.RecordEvent("Stage length");
UpdateGUI();