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I'm hit by this bug as well. When I tried to open my project with 4.2 dev 6 I noticed that my pawns aren't properly animating. But when I switch on my older compile, it does properly animating and no longer freeze in their frame 0. Could be a regression somewhere.
I guess it is due to the change in behavior for the current_from; Probably it fails to recognize that it is trying to play the same animation. I'll take a look into it over the weekend.
Godot version
4.2 dev 6
System information
Windows 11
Issue description
Prior to Godot 4.2 dev 6, calling play("animation") on an animation repeatedly simply continues playback of the animation.
In Godot 4.2 dev 6, repeatedly calling a looping animation causes it to restart/reset every time it is called.
func _process(delta): $AnimationPlayer.play("animation_name")
For ex. the above example now restarts at 0 on every frame.
Steps to reproduce
Minimal reproduction project
N/A
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