Change AnimationPlayer looping logic
So now it can seek to the actual values at time=length when instructed to seek to time=N*length. That is, formerly in the editor you had no way of seeing the actual state at time=length other than temporarily disabling looping. Now you can preview both endpoints. As a side effect, the values at anim time 0 will only be applied when actually seeking to 0, instead of at every time=N*length, as formerly. No issue.
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@ -545,7 +545,14 @@ void AnimationPlayer::_animation_process_data(PlaybackData &cd, float p_delta, f
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} else {
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next_pos = Math::fposmod(next_pos, len);
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float looped_next_pos = Math::fposmod(next_pos, len);
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if (looped_next_pos == 0 && next_pos != 0) {
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// Loop multiples of the length to it, rather than 0
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// so state at time=length is previewable in the editor
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next_pos = len;
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} else {
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next_pos = looped_next_pos;
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}
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}
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cd.pos = next_pos;
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