[Editor] Move some animation specific keying logic out of inspector.
Most of the custom logic to handle special keying cases is now inside the AnimationPlayerEditorPlugin. The EditorInspector now emits a signal when inspecting a new object.
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@@ -149,6 +149,9 @@ void BoneTransformEditor::set_target(const String &p_prop) {
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void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
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AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
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if (!te->has_keying()) {
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return;
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}
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PackedStringArray split = p_path.split("/");
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if (split.size() == 3 && split[0] == "bones") {
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int bone_idx = split[1].to_int();
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