Fixed bug where animations would revert to bind pose when paused
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@ -124,9 +124,13 @@ namespace SHADE
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std::fill(boneMatrices.begin(), boneMatrices.end(), SHMatrix::Identity);
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std::fill(boneMatrices.begin(), boneMatrices.end(), SHMatrix::Identity);
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// Do not do anything if is not playing or there's nothing to animate
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// Do not do anything if is not playing or there's nothing to animate
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if (!isPlaying || !rig || !rig->GetRootNode())
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if (!rig || !rig->GetRootNode())
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return;
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return;
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// We want to still display a paused pose, so we only prevent progression
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if (!isPlaying)
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dt = 0.0f;
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// Update the animation controller if any, this will set the currClip
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// Update the animation controller if any, this will set the currClip
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if (animController)
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if (animController)
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{
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{
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@ -270,7 +274,7 @@ namespace SHADE
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void SHAnimatorComponent::updateCurrentAnimatorState(Handle<SHAnimationClip> clip, float playbackTime)
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void SHAnimatorComponent::updateCurrentAnimatorState(Handle<SHAnimationClip> clip, float playbackTime)
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{
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{
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// Nothing to animate
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// Nothing to animate
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if (!clip || !isPlaying || !rig || !rig->GetRootNode())
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if (!clip || !rig || !rig->GetRootNode())
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return;
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return;
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// Check that we have animation data
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// Check that we have animation data
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