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Add blend point check to AnimationNodeBlendSpace2D::_process()
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@ -278,7 +278,7 @@ void AnimationNodeBlendSpace1D::_add_blend_point(int p_index, const Ref<Animatio
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}
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AnimationNode::NodeTimeInfo AnimationNodeBlendSpace1D::_process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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if (blend_points_used == 0) {
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if (!blend_points_used) {
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return NodeTimeInfo();
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}
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@ -448,6 +448,10 @@ void AnimationNodeBlendSpace2D::_blend_triangle(const Vector2 &p_pos, const Vect
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AnimationNode::NodeTimeInfo AnimationNodeBlendSpace2D::_process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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_update_triangles();
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if (!blend_points_used) {
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return NodeTimeInfo();
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}
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Vector2 blend_pos = get_parameter(blend_position);
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int cur_closest = get_parameter(closest);
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NodeTimeInfo mind; //time of min distance point
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@ -455,7 +459,7 @@ AnimationNode::NodeTimeInfo AnimationNodeBlendSpace2D::_process(const AnimationM
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AnimationMixer::PlaybackInfo pi = p_playback_info;
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if (blend_mode == BLEND_MODE_INTERPOLATED) {
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if (triangles.size() == 0) {
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if (triangles.is_empty()) {
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return NodeTimeInfo();
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}
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