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Tween didn't repeat anymore after being stopped then started again. #40679
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The bug's fix 8ef40b9 introduce a vicious bug on my game. In some case when I launch a Tween, it interrupts and emits a completed signal just 3ms after the launch. Unfortunately, I was unable to reproduce the issue in a new project. |
I reverted the cherry-pick of #39801 with 2d42625, which should fix this issue for 3.2.3 (reintroducing #39760). #39801 is not reverted in the |
To complete fabriceci comment, this new problem happens when Tween.remove_all() is called when the tween is not yet active. Here is a minimal project for the bug that fabricci is talking about. |
I'm still having this issue.
It repeats correctly the first time, but every other time after it stops it doesn't loop. ;-; |
A PR is already merged on master branch and a PR for 3.x branch is done but not merged yet because @akien-mga said it was submitted too late before the 3.3 release and it was risky to merge at that time. #47142 |
I just ran into this and it's quite problematic for me in 3.3.3. (Stopping and starting the tween, doesn't start it.)
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The fix is already merged in 3.x branch (so included in future 3.4) but still not cherrypicked in 3.3 |
Godot version:
This bug was introduced in 3.2.3 RC1
Probably with this commit : 8ef40b9 ( "bug with Tween.is_active, fixes #39760" )
OS/device including version:
Windows and Mac. Not tested under Linux OS
Issue description:
When a tween is stopped using Tween.stop() and then started again with Tween.start(), the tween never repeat even if Tween.repeat is true.
Steps to reproduce:
Configure a tween with repeat true.
Start it (tween is looping normaly)
Stop it.
Start it again (tween never repeat even if Tween.repeat is still true.
Minimal reproduction project:
Here is a minimal projet :
tween_bug.zip
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