Re-add AnimationNodeStateMachine::end_node for root state machine
Fix #63660
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@@ -594,11 +594,13 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
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if (p_state_machine->end_node != current) {
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rem = 1;
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} else {
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Ref<AnimationNodeStateMachinePlayback> prev_playback = p_state_machine->prev_state_machine->get_parameter("playback");
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if (p_state_machine->prev_state_machine != nullptr) {
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Ref<AnimationNodeStateMachinePlayback> prev_playback = p_state_machine->prev_state_machine->get_parameter(p_state_machine->playback);
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if (prev_playback.is_valid()) {
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prev_playback->current_transition = current_transition;
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prev_playback->force_auto_advance = true;
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if (prev_playback.is_valid()) {
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prev_playback->current_transition = current_transition;
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prev_playback->force_auto_advance = true;
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}
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}
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}
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@@ -883,10 +885,6 @@ void AnimationNodeStateMachine::_rename_transitions(const StringName &p_name, co
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void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
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List<StringName> nodes;
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for (const KeyValue<StringName, State> &E : states) {
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if (E.key == end_node && prev_state_machine == nullptr) {
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continue;
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}
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nodes.push_back(E.key);
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}
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nodes.sort_custom<StringName::AlphCompare>();
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