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Changes for MaskNodeHandsOff
This is a rework of the Pull Request https://github.com/GarageGames/Torque3D/pull/453 based on my own understanding of the issue. The details may be found in the description of the original Pull Request.
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@ -293,6 +293,7 @@ void TSShapeInstance::updateTransitionNodeTransforms(TSIntegerSet& transitionNod
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transitionNodes.overlap(mTransitionRotationNodes);
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transitionNodes.overlap(mTransitionTranslationNodes);
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transitionNodes.overlap(mTransitionScaleNodes);
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transitionNodes.takeAway(mHandsOffNodes);
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// Decompose transforms for nodes affected by the transition. Only need to do
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// for blended or scale-animated nodes, as all others are already up to date
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@ -578,6 +579,7 @@ void TSShapeInstance::handleBlendSequence(TSThread * thread, S32 a, S32 b)
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TSIntegerSet nodeMatters = thread->getSequence()->translationMatters;
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nodeMatters.overlap(thread->getSequence()->rotationMatters);
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nodeMatters.overlap(thread->getSequence()->scaleMatters);
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nodeMatters.takeAway(mHandsOffNodes);
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S32 start = nodeMatters.start();
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S32 end = b;
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for (S32 nodeIndex=start; nodeIndex<end; nodeMatters.next(nodeIndex))
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