[r135] Animation rename glitch

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3 pixel charaters with over 8 animations each + animations with a gun
  • Yo Ashley <img src="smileys/smiley16.gif" border="0" align="middle" />

    Steps to reproduce:

    1. Open up any Sprites animation.

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/RenameGlitch1.png" border="0" />

    2. Right click in the Animations list and add a new animation, and then select this animation.

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/RenameGlitch2.png" border="0" />

    3. Click the "Open" icon at the top right of the Animation Editor and load any image.

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/RenameGlitch3.png" border="0" />

    4. On the animation bar, right click and add another Animation

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/RenameGlitch4.png" border="0" />

    5. Type in a name for the animation and click off/hit enter. Volia, the name of the first animation in the list will get changed instead!

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/RenameGlitch5.png" border="0" />

    Also, since it's quite probable that this relates to the same bug, it seems that after using that "Open" button, if you click onto another animation, it will instead select the FIRST animation.

    <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Yes, creating a new animation or layer should select it for easier/faster naming.

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  • Is this still doing this? I tried to recreate with r137, and it didn't rename the default animation.

    However, if I load an image on a newly created animation while the name is still in edit mode from its creation, it does load the image into the previously selected animation. (as if the new animation isn't selected until the edit of the name is done.)

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